FEATURE
RECOMMENDED DECKS(Black/Yellow) Marshall.D.Teach
Concept
This {Blackbeard Pirates} deck includes an array of yellow cards alongside its usual black cards. Its Leader's effect lets you disrupt your opponent's game plan by redirecting their attacks to targets of your choosing, while also setting up for a powerful Event combo that will allow you to dominate the field with a high-cost "Marshall.D.Teach". Naturally, it also has great synergy with existing black {Blackbeard Pirates} type cards.

Card List
Products Used in This Deck
Deck Breakdown
Early Game
The [On Your Opponent's Attack] and [Once Per Turn] effects of your Leader "OP16-080 Marshall.D.Teach" allow you to redirect attacks to either your Leader or other cards with the {Blackbeard Pirates} type by trashing a card with [Trigger] from your hand. This deck also includes plenty of Characters with [On K.O.] effects, making them well-suited as targets for redirected attacks.
"OP16-103 Van Augur" and "OP16-110 Vasco Shot" have particularly good synergy with this effect. Their [On K.O.] effects enable you to replenish your hand by drawing 1 card, and they can also rest your opponent's Characters or lower their power, making it easier to defend against their attacks. Bring them out early in the game so you can be prepared for when your opponent goes on the offensive.
To activate the leader effect of “OP16-080 Marshall D. Teach,” you must discard a card with the [Trigger] ability from your hand. Therefore, you’ll want to keep a card with the [Trigger] ability in your hand at all times.
Play “OP09-099 Hachinosu” early in the game to gather the cards you need for the match, while making sure to keep a card with the [Trigger] ability in your hand at all times.
Mid Game
Next, aim to play "OP16-108 Shiryu". Its [On Play] effect allows you to place a {Blackbeard Pirates} type card with a cost of 6 or less from your trash at the top of your Life cards in exchange for trashing 1 card from your hand.
Place powerful cards with [Trigger] such as "OP16-104 Catarina Devon" at the top of your Life cards to keep your opponent's attacks in check.
Use Counters or your Leader's effect to trash cards with [Trigger] so you can then use Shiryu to add them to your Life cards.
Shiryu itself has an excellent [Trigger] too, so if you have a second Shiryu in your trash, placing it in your Life cards is also an option.
"OP09-086 Jesus Burgess" is both a powerful attacker as well as a good target for attacks, seeing that it gains 1000 power for every 4 cards in your trash.
Its high power means that your opponent will find it harder to defeat it in battle, allowing it to weather any hard-hitting attacks redirected to it using your Leader's effect.
It only grows stronger as the match continues, so play it in the mid-game to ensure you're in a good position for any battles in the latter half of the match.
End Game
Once you have 10 DON!! cards, you can use the powerful Events at your disposal to set up a combo.
"OP16-116 Zehahahahaha!!!" is a powerful Event that allows you to play 1 "Marshall.D.Teach" card of your choosing from your hand while making your opponent add 1 of their Life cards to their hand when you have 10 DON!!
"OP16-119 Marshall.D.Teach" is a particularly good choice to play with this Event. Its [On Play] effect allows you to look at 3 cards from the top of your deck, then choose 1 to add to your Life, while your opponent loses one of their Life cards due to the Event's effect.
Use this combo to put pressure on your opponent by ensuring you have more Life cards than them.
Another strong choice to play using "OP16-116 Zehahahahaha!!!" is "OP09-093 Marshall.D.Teach".
Although it doesn't have the ability to add cards to your Life, you can use its [Activate: Main] effect on the turn you play it to hinder your opponent while taking advantage of its 12000 power to use it as an extremely effective [Blocker].
You can also use it as a target for redirected attacks, making it a useful defender even after you've made use of its [Blocker] effect.
Fend off your opponent's attacks, then deal the finishing blow the following turn.



