FEATURE
RECOMMENDED DECKS(Purple) Enel
Concept
Introducing the new (Purple) Enel deck, whose main drawback of having just 6 DON!! cards is balanced out by its powerful [Activate: Main] effect.
Starting from the second turn, you can use its [Activate: Main] effect to add 5 DON!! cards from your deck while giving up to 4 rested DON!! cards to your Characters, allowing you to make excellent use of your DON!! cards on every turn!
Use your Leader effect to dominate the early game while using 1-cost Vassals as attackers without reducing your hand size, then finish the game in one fell swoop by bringing out Enel at 10000 power for 6 cost. It's a one-of-a-kind speed deck!

Card List
Products Used in This Deck
Deck Breakdown
Early Game
OP15-0058 Enel has a unique Leader effect that limits your DON!! deck to 6 cards. In exchange for having fewer cards in your DON!! deck, its [Activate: Main] effect allows you to add up to 1 DON!! card from your DON!! deck and set it as active, and then add up to 4 more additional DON!! cards and rest them. You can then give up to 4 rested DON!! cards to 1 of your Characters. This extremely powerful Leader effect means you can add up to 5 DON!! cards from your DON!! deck per turn, while also giving DON!! cards to a Character.
However, it should be noted that this [Activate: Main] effect cannot be used on the first turn. While waiting to become able to use your Leader effect, play {Vassal} type Character cards to set yourself up for the next turn.
The 4 Vassals that support this "OP15-058 Enel" deck in the early game are "OP15-061 Ohm," "OP15-063 Gedatsu," "OP15-066 Satori," and "OP15-067 Shura."
Although their power is low at 2000, by giving four DON!! cards to them using your Leader's [Activate: Main] effect, they can become attackers with 6000 power. Additionally, they all have [On Play] DON!! −1 effects that allow you to draw 1 card.
While this does reduce your DON!! cards, this won't be an issue once you start making using of your Leader's effect. All of them have strong, beneficial effects, so aim to use them proactively to draw more cards.
Mid Game
On your second turn, use your Leader's [Activate: Main] effect to try and reach a maximum of 6 DON!! cards by turn 3.
Once you hit 6 DON!! cards, it's "OP15-118 Enel"'s time to shine. If you have 6 or less DON!! cards on your field, it becomes a strong attacker with 10000 power that cannot be removed from the field by your opponent's effects.
Additionally, by paying 1 DON!! card to use its [On Play] effect, you can look at 5 cards from the top of your deck and add up to 1 card of your choice to your hand. Use this [On Play] effect to secure your next Enel, so you can play Enel on every turn.
This deck runs two versions of Enel: "OP15-118 Enel" and "OP15-060 Enel."
Like "OP-118 Enel," "OP15-060 Enel" also becomes a strong character with 10000 power that cannot be removed from the field by your opponent's effects if you have 6 or less DON!! cards on your field. Use its [Activate: Main] effect in combination with these traits to make it a formidable [Blocker] with 10000 power. Right after being played, it can reliably shut down your opponent's attacks as a Blocker, then strike your opponent on the next turn with a 10000 power attack.
From the third turn onward, you can start playing "OP15-118 Enel" and "OP15-060 Enel" one after another to build a strong field.
End Game
This Enel deck also includes several 0-cost Event cards.
Although these Events consume your DON!! cards, your Leader's [Activate: Main] effect will immediately let you recover any DON!! cards you spend, so this is not an issue. Don't hesitate to use your Event cards freely!
The [Main] effect of "OP15-078 Mamaragan" lets you pay 2 DON!! cards in order to draw 1 card and rest up to 1 of your opponent's Characters with a cost of 5000 or less. Combine it with "OP15-077 Lightning Dragon" to rest one of your opponent's active characters and lock them down in that state. There are other powerful combinations available for you to use as well, so pick the best Event card for the situation.
"OP15-078 Mamaragan" is the perfect Event card for both defense and offense.
For defense, you can use its [Counter] to give +1000 power to your Leader or one of your Characters while also drawing 1 card. If it's an attack you can fully defend against with Counter +1000, you can block your opponent's attack without losing any cards in your hand.
For offense, you can use its [Main] effect to rest an opponent's [Blocker] or another troublesome Character. If the opponent's [Blocker] has 5000 power or more, you can use "OP15-076 Lightning Beast Kiten" to reduce its power first.



