OP16 Kalgara

OP08 Kalgara in the OP16 Meta. Current decklist: 1xOP08-098 3xOP15-108 2xOP11-106 4xOP15-101 3xOP08-110 1xOP15-113 3xEB03-053 4xEB04-058 4xOP08-109 4xOP12-099 4xOP15-114 2xOP15-119 2xOP08-099 4xOP12-114 3xOP08-115 2xOP14-118 1xEB01-059 4xOP05-117

Curated by: Bruno D. Malherbe (25 videos)


Currently Playing: OP16 Kalgara - Deck Tour and Curve

Go 2nd into: - BY Teach, Yamato, Imu, Shanks Go 1st into the rest. 1 - search 3 - Kalgara lining up 5 don 5 - Nami+Draw kalgara, or Wyper+Kalgara, or Nami + Wyper, 7 - Kalgara + Rush Luffy, or + Heal Text Decklist: 1xOP08-098 3xOP15-108 2xOP11-106 4xOP15-101 4xOP08-110 3xEB03-053 4xEB04-058 1xOP06-114 4xOP08-109 4xOP12-099 4xOP15-114 2xOP15-119 1xOP08-099 4xOP12-114 3xOP08-115 2xOP14-118 1xEB01-059 4xOP05-117

Video Transcript

Hi guys. Hi girls. Um, so this is just a short video to go over the deck uh, in OP16 and talk about what the curve should look like to you. Maybe mention a few of the matchups, um, if you want to go first or second. Um, yeah, this is going to be just more introductory stuff, um, since the videos, since in the videos I try to go more detailed, um, lines, um, and thinking behind the reaction. Um, so this is more of a general point of view. Um, this is the current list I have for, um, for my future regional. I'm keeping Ryuma, um, to start with the decks, I guess. Um, I'm keeping Ryuma because I think it's still rather flexible and to teach. Uh, you can pop, um, uh, a board wipe against you G, can pop, uh, 10 cost Newgate, um, so it's still rather flexible, um, for the occasional, um, red green Luffy. If you find, if you face, um, one and you want to deal with the double attack, it can it can be a good alternative, uh, actually. Because you're going to be developing and going down in lives. If you take the lives on purpose and take out the last one, you can easily, um, Ryuma there, uh, Luffy. Anyway, um, in the decks, I moved away from 10 cost Nami, which I think is slow. We're playing this one right now and I just added one, uh, 5 cost Wiper because it's a tall body. Um, so I'll start going through the curve. So, you want to go first against a lot of decks, but you want to go second against the decks that uh, benefit too much from it. If an If an opponent has a curve that's really tailored um that's really just too clean going second uh 4 6 8 10 you want to go steal that from them because you're not losing as much power going from first to second as they are going second to first, right? So, this is one aspect. The other aspect is obviously that because it's their preferred curve they're going to be used to practicing going with that curve, which means they're going to be less comfortable running with the the curve that they dislike. So, usually you want to go first and you are going to go with a hand that's going to look like, let's see, ideally you want a three-cost um you want maybe one piece of the the five don turn but Kalgaro is really the main piece you want. If you have a hand that has say maybe these two bad boys for the five don turn >> [snorts] >> um one event, one heal, and one Upper Yard you can probably keep that hand because you have an extra shot at five more cards. If you think about it like your mulligan is going to be Well, Upper Yard is going to let you look on one don at five new cards. So in a way at least you secure the rest and you don't take the risk of falling into a hand that's like um two events three six-cost wiper or some [ __ ] If you have a decent hand that's that covers your your five don turn try not to be too greedy about it but the main element is if you have this and the of the hand isn't pure garbage, you keep it because at least on three you have your earliest body as soon as you can and he's going to be able to fetch units for the five dawn turn and because in this build we run a lot of options for the five dawn turn, it's really consistent. There's going to be the occasional [ __ ] but um I mean, let's see. You go on five dawn now. You got the option of going Nami into like really whatever. Like Nami can allows you on the on the side to play either this, this, this, this, or this. And if you go Wiper on the on the side, you can also play all of these. Um So, it's really flexible what your choice of units is going to be. And worst-case scenario, you're going to be playing two of these, but that's really just the worst because if you play one of these on five because you didn't have the other target, then surely you're going to find something else with this one that you can play. You go on three dawn and then five dawn with something. But the ideal curve is going to look like the stage if you need to to find the three cost or anything else you're missing. Maybe you need Raigo for the match-up you're going to be picking it up at that point. If you see two Luffy in your upper yard, you're probably picking up one. Else, you're going to be seeing it very late or not at all because it will require you to search again with upper yard or Nami and not with three cost. So, you're going to be very careful to pick targets that you need at that point. Be careful not to bottom too many Nolands, too many Borussas. Try to keep track of that. So, on three you play your three cost, trash a card that you need the least. Um, it can actually be fine to trash one event, uh, one stage, one six cost if you know you're not going to need it. If you have two Namis in hand, you can trash one of them. Um, or if you have two of these Calgaras, it's fine to drop one. Uh, or one Nolan if you have another or if you have a Borsalino in hand. It depends on the match up. Try to try to think about if you're going to be healing a lot, um, if you're going to be stalling for more turns, um, in Nami, for example, it can take longer to to close games. Um, but yeah, be really mindful of what you pick up with, uh, with the three cost, but the priority is getting your two ideal pieces for the five don turn. Then on five, um, it depends if you need the value of Wiper immediately. So, against Teach and Uge, uh, it's going to be your main, uh, unit to drop on five. Uh, but sometimes, for example, against Yamato and especially if you're going second, uh, or Rosinante, you don't necessarily want to play the Wiper unless you have two or three in hand. You might want to play Nami first or anything else. >> [snorts] >> Say three cost plus this. Why? Because then, um, on, uh, the seven don turn, that's when you're going to be using the Wiper to, uh, go into their rested boards. That's the difference. It's like, if on four they develop something, uh, on five, you're not able to swing into that body. So, you wait on seven because on six, they rested the four cost and swung with something else, maybe. Uh, that's true for Ace, that's true for Yamato, um, and I believe that's true for Teach if they go purchase on four, on five you go Nami. And on seven you can go Wiper and po- potentially clearing uh the Teach uh the purchase or at least getting a a bunch of cards out of the hand. So, these are the choice you have on five. And then on seven, when you have these units and on six maybe they swung with this. If they swung once, you can defend it. If they swung twice, you consider it. Do you need the maximum pressure in that match up? In Teach for example, I think it's very good to defend it twice because you you really need every extra swing. It's going to count uh because you're trying to close the game before they can get comfortable. And depending on the board you have, you still going to be going for two bodies. But if you're going down too much, it's going to be more let's say big Kalgara, big Wiper and a heal. And if you're not too low, if say you're still on three lives, then you're going to be going for something more aggressive. You can play one of these uh or this one or this one. And rush Luffy. Rush Luffy being set up on on seven is really uh the ideal way to go about it. On seven, you can also keep a DON up if you play the the Luffy first for example. Um, get the DON on Wiper the Wiper DON on leader and then playing out something. It's uh it's really the the strongest seven DON turn you have. And keeping the DON up is especially good now because on six there's a lot of um of good units now that are can be played. Say um in Ace there's the the six cost eight case. Yamato has her eight case. You got uh in Teach share you. Um and these units um though extremely big for their uh their cost, um they're actually uh very easily dealt with by us because of the Earth Won't Lose. They're often going to be swinging eight into sixes uh thinking that it's going to be two cards and easy to deal with. Not easy to deal with and then that we're going to let it go. But yeah, no way. We're we're just going to um Earth Won't Lose it and uh and save the body. It's going to be very easy. But that's why it's super important to keep that Dawn up on seven. Uh so try to play um the try to hard play the unit first. So that you can reuse the Dawn and keep two Dawn up if you need if you want or uh use the other Dawn if you don't need it. But that gives you more space instead of going leader effect first with uh one Dawn and then having to play for five and so you're losing six Dawn out of seven. So yeah, try to keep that in mind. And then from that point on in the game, it's going to be um depending on your lives, Wiper is going to lose a bit of value because you then have to uh to have a life uh down for it to work, right? So it depends if you took those lives and uh then you have to sequence it a bit differently. For example, if you still need to Wiper and it's super important like in the Rosinante matchup, then you need to heal first. You you heal first the life back up. Let's say if you were on one life, you go back to two. And then you leader effect playing the Wiper and it still works because you still have the last life to reveal. But be careful not to uh go Wiper on the last life, right? Or on uh uh a life that's visible. Try not to not to be missing uh that life to be revealed. It's very important. And then from that point on, obviously it gets a bit more flexible, but one point or two I'd like to highlight is don't dismiss the three cost Calgara at the end of the game because this filtering is is crucial. Like if you still have some stages that you can't deal with, you have a Raigo that you're not going to be me needing in the match up, or you have two of these, or I don't know, two rush Luffy's. If you have one of these, you can turn two bricks into 2K 3K 2K 2K 2K 1K. It's super important that you filter at this point of the game because if and there's a bunch of games like that, if it's played by 1K counter 2K counter, that's probably where it happened. If you forgot to filter at one point, if you didn't use the opportunity to pay these three dons, um when when it didn't matter to swing tall, right? Well, you're going to be missing on two to 4K counter power. And even if you even if you whiff, you're still turning two bricks into one counter cards and it can matter a lot. So, be very mindful of this one. It's not just an early unit, it's also a late game unit, it's a filter, it's it's a great card, and it's an additional body that's going to be very important. If you're playing NL, if you're playing Teach, the additional body is going to matter so much. Remember that the deck the deck's whole goal is to go wide. Having this ability to double double play on every turn and sometimes triple play does matter a lot. For example, if you're going second on eight, you can go something for five, three cost for three, and then with the rested dawn from wiper play an additional body. So, you can play three bodies on eight. You can play three bodies on on nine, too. So, yeah, try to keep that in mind because it's as much um a good body on the on the field as um a great way to filter your hand. Um anybody that's going to be neutral in hand is going to make a big difference in the match up because that's how you reach that 10 12 cards in hand and um and are able to bait your opponent by just taking a a 5K swing and making them swing 15 into life and you counter, right? And so, late game is then going to be looking um like this. Uh you're going to be filtering sometimes. You're going to be um making use of the Rush Luffy, and you're going to be baiting your opponent because you've you pushed yourself to lower lives. You're going to be uh trying to uh bait the opponent into into thinking he has a lethal and surprise them with your events and counter. You're going to be stacking counter from lives, from filtering, um from the the Calgar draw, and uh you're going to be using your event to uh to suddenly flip the the the script, and uh they're going to be going for a big swings on your face um thinking that they they can go for it, and you're going to be using frighten, which is a great tech, for example. It's all it's pretty much always active in our deck. Two lives is not too restrictive for a deck that can take the their own life. I mean, you can decide to go from three to two in the turn just to have it active. And uh that dawn up is going to matter a lot because um let's say against each against uh again, you you you can um negate when they go five. You will block with Borsalino, and you will use frighten on the eight cost, for example, and suddenly you're negating uh a 10 cost uh a 10 case wing on your board for for virtually nothing. You're like just paying a card and free blocking. Uh you're going to be able to stop swings from uh I don't know if if you baited the opponent into thinking he can Roger um but you have the defense for a 12, right? An Ace that has like uh he's going for six 6 12 13. So, he plays Roger. He goes six or 12. It's whatever, really. And you play that event, then you're negating a 13K swing that you can't block. And then maybe you have the defense for the six and the 12. And that's more manageable than countering 6 10 12 13. Um yeah, I think that's about it for now. As for the deck list itself, I think Zeus is fine at two because um against Teach, you don't you cannot Zeus Borsalino. Against Uge Luffy, it's a bit overkill to kill the buggy. Against Nami, Zeus does not make an incredible difference uh to go for game. And by the time you get to that late game where it could matter, uh you usually find at least one of these just from draw. Um one spot it matters a lot in is if um a red Ace player doesn't rest their four cost Luffy, then you have to get rid of uh the Luffy before swinging. So, they're not and a 7K leader. Um so, yeah, in this case that's why I keep it at two. Uh and if I don't see it, I'm counting on the guy to rest his Luffy and then I can go wiper into it. Um so, yeah, the list has uh right now how much? Eight 11 13 two Ks. I don't really want to go lower on on any of them just because these are searchable by the three cost so you have a ton of counter power coming from every filter. This one is playable so you don't feel too bad when you play one. Both of these actually are since they're playable. I don't really want to count them into the the the the 2K counters that I have because usually um I mean Nami for example is going to replace her herself. Uh Wiper hopefully but not really. But so if you play um a Wiper you're losing a 2K basically. So I don't really want to play 10 to 12 2K's in in this case. Um I would just want the extra uh 2K. And I really like the consistency because I I don't really like whiffing with Kal Gara. Um But yeah and also um basically this was a Kal Gara before but because this one triggers uh seven cost Zoro or nine cost Shanks um I don't really want to uh to take the risk and uh I I felt I I felt it was enough to have a 7K body. Um so yeah. I think that's pretty much it for this video. I hope it helped. Um I'll be recording more games today trying to grind after the reset. Um but yeah. If you have questions feel free to comment. Feel free to uh go on the Discord. Um I'd like to uh remind you guys that these videos are only available to people in the Discord channel. Um they're um like in in private so other people don't have access to it. So you can always uh reach out to me through the channel. And um I'll be happy to answer any question really. Thanks guys.

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