FEATURE
RECOMMENDED DECKS(Red/Black) Sabo
Concept
The deck is led by [Sabo], a unique red/black Leader with 5 Life cards, but who starts with just 4000 power. His power becomes 5000 when you have 3 or less Life cards, and if you have a Character with a cost of 8 or more, his power can climb all the way to 6000 with his [DON!! x1] effect. Play out {Revolutionary Army} characters whose costs increase on your field, and take your time to seize a decisive victory.

Card List
Products Used in This Deck
Deck Breakdown
Early Game
Returning as a red/black Leader, "OP13-004 Sabo" starts the early game with just 4000 power.
However, as once you take damage and are reduced to 3 or less Life cards, your Leader's power becomes 5000, eventually increasing all the way to 6000, creating a powerful late-game Leader.
To increase your Leader's power to 6000, its [DON!! x1] effect needs a Character with a cost of 8 or more. Use "OP12-086 Koala" and "OP05-021 Revolutionary Army HQ" to gather Characters that cost 8 or more.
This deck's finisher is, of course, "OP12-094 Monkey.D.Dragon".
Use "OP12-086 Koala" and "OP05-021 Revolutionary Army HQ" to add {Revolutionary Army} Character cards to your trash.
This prepares them for use with the [On Play] effect of "OP12-094 Monkey.D.Dragon", allowing you to play one from your trash.
Mid Game
This deck features many {Revolutionary Army} Characters which have low costs in your hand, but their costs become 8 on your field.
"OP13-081 Koala" and "OP13-120 Sabo" play well with your Leader's [DON!! x1] effect, since their effects increase their costs to 8 while also giving your Leader a DON!! card.
"OP13-120 Sabo" is already a powerful [Blocker] with 7000 base power, but with your Leader's effect it can become even stronger with 8000 power.
Make use of your 6000 power Leader and big [Blocker] cards in the mid-game to quickly close the gap with your opponent from the early game.
To keep your Leader at 6000 power, you will need to protect Characters with costs of 8 or more.
If your Characters costing 8 or more are defeated, your Leader's power will drop back to 5000, and they will be less able to stop your opponent's attacks.
"OP13-017 Monkey.D.Dragon" can protect a {Revolutionary Army} Character if it would be removed from the field by your opponent's effect by reducing its own power instead. It's a good idea to play it in preparation for the late game.
End Game
Play "OP12-094 Monkey.D.Dragon" to rapidly deploy a powerful {Revolutionary Army}.
One especially powerful Character to play with this effect is, of course, "OP13-120 Sabo". Playing it out at the same time as the 8000 power "OP12-094 Monkey.D.Dragon" is sure to put the pressure on your opponent.
If you follow up by playing another "OP12-094 Monkey.D.Dragon" and "OP13-120 Sabo" on the next turn, you will be able to stop your opponent's attacks with [Blocker], then seize victory with an all-out assault on the next turn.
"OP07-015 Monkey.D.Dragon" is also a {Revolutionary Army} Character with a cost of 8. It is an especially powerful attacker in this deck.
Just by giving 2 DON!! cards to your Leader with its [On Play] effect, you will have an 8000 power leader and a 10000 power [Rush] attacker.
By attacking together with the Characters played using "OP12-094 Monkey.D.Dragon", your opponent will have a tough time defending.