Royal Blood (OP-10) Competitive Play Guide
Royal Blood (OP-10) booster pack artwork featuring Luffy in Gear Fourth. This latest set (English release March 21, 2025) is poised to shake up the One Piece Card Game metagame. Join Only Takos to get early access to purchase here!
Introduction
Welcome to the Royal Blood (OP-10) competitive guide! Royal Blood is the tenth booster set for the One Piece Card Game, and it’s already making waves in tournaments. This set introduces powerful new leaders and characters drawn from the Punk Hazard and Dressrosa story arcs, plus support for fan-favorite archetypes like the Supernovas and Donquixote Pirates. The result is a meta-altering expansion that competitive players won’t want to miss. In this guide, we’ll break down why OP-10 matters for competitive play, highlight the key cards changing the meta, and provide deck-building tips to integrate these new tools into your tournament decks.
Why does “Royal Blood” matter? For starters, it greatly enhances several top-tier strategies and introduces new ones. Bandai has packed OP-10 with cards that boost popular themes (like Supernovas and Dressrosa) and even a brand new “Punk Hazard” theme. Several new leader cards – including iconic characters making their leader debut – offer fresh deck archetypes that can turn the tide of battle with their abilities. If you’re aiming to stay ahead in the competitive scene, understanding Royal Blood’s impact is crucial. Let’s dive into the new cards and their meta impact.
New Cards & Meta Impact
Royal Blood introduces 6 new leaders – one for each color combination featured – and dozens of supporting cards that collectively redefine the metagame. Here are the biggest additions and how they affect competitive strategies:
- Smoker (Red/Green Leader): The G-5 Captain Smoker leads the Punk Hazard theme. His leader effect gives all your Navy or Punk Hazard characters +1000 power during the opponent’s turn and lets you re-activate DON!! cards for extra plays. This makes red/green Smoker decks very resilient on defense and capable of surprise attacks by freeing up energy. Expect Smoker to bolster Navy control decks with added survivability.
- Caesar Clown (Red/Blue Leader): Punk Hazard’s mad scientist arrives as a tricky red/blue leader. When attacking, Caesar can bounce one of your Punk Hazard units to hand to K.O. an opponent’s small character (4000 power or less). This effect gives blue control decks a potent removal option that doesn’t cost hand advantage. Caesar’s Scientist/Punk Hazard synergy means new gas-powered strategies: his deck can spam low-cost Punk Hazard characters (like Monet or Smiley) and reuse them while picking off enemy blockers. Competitive blue players will enjoy how Caesar pressures opponents by clearing their board each turn.
Caesar Clown (OP10-002) – new Red/Blue leader from Punk Hazard. His effect bounces your Punk Hazard units to KO opposing 4k power enemies. This adds efficient removal to red/blue decks.
- Sugar (Red/Purple Leader): Donquixote Doflamingo’s treacherous officer gets a leader card that supercharges Donquixote Pirates decks. Sugar’s effects reward event card usage – each time you play an Event on the opponent’s turn, she ramps 1 DON!! from your deck active. She also untaps a DON!! at end of turn if you control a big Donquixote Pirate. In practice, Sugar enables a reactive playstyle: counter events like “Love, Love Beam” or new Donquixote event cards can be played without losing tempo, since she replaces the DON!! and even draws (via her crew’s effects). This leader makes the purple control archetype more viable by solving one of its issues: energy for counters. Donquixote family decks centered on Doflamingo and his officers will leverage Sugar to outlast and out-resource opponents.
- Usopp (Blue/Black Leader): Everyone’s favorite sniper becomes a dual-color leader focusing on the Dressrosa trait. Usopp grants all your Dressrosa characters (cost 2 or more) +1 cost while he’s in play. This unique ability actually protects your board – increasing your characters’ cost makes them harder for opponents to KO with cost-based removal. Usopp also provides a draw engine: once per turn, if a Dressrosa character is KO’d or removed by the opponent, you draw 1 (if your hand is ≤5). In the meta, this means Dressrosa decks (featuring cards like Tontatta dwarves, Colosseum fighters, and Rebecca) get much-needed staying power and consistency. Usopp effectively counters enemy control while keeping your hand filled. Early reports show Dressrosa/Usopp builds performing well, grinding out wins through attrition and card advantage.
- Trafalgar Law (Green/Yellow Leader): Law returns as a leader with a completely new color pairing and mechanic. This green/yellow Law can swap characters between the field and your Life area – once per turn, he can return one of your characters to your hand to reveal the top card of your Life; if it’s a Supernovas character of cost 5 or less, you may play it. In other words, Law can call in reinforcements straight from your life cards, a novel trick that “cheats” the normal play costs. This life-reveal mechanic is brand new in OP-10 and can swing games by summoning surprise attackers or blockers from your Life pile. Law leader decks will revolve around the Worst Generation Supernovas – expect combos where Law sets up specific cards in Life (with help from new OP-10 cards like Jewelry Bonney) and swaps them into play at the perfect moment. Competitive Supernova decks get a huge boost from this leader’s ability to generate free value and extend the fight even when behind on Life.
- Eustass “Captain” Kid (Yellow Leader): Kid enters OP-10 as the first mono-yellow Supernova leader. He packs 5 Life and a powerful end-of-turn effect: Kid flips the top card of your Life face-up, then restands one of your Supernovas characters (cost 3–8) and gives it Blocker until the end of your opponent’s next turn. This effectively lets Kid decks have a big character attack and then defend in the same round. By turning a Life card face-up, Kid also synergizes with other new yellow effects (some cards care about face-up life). In competitive play, Kid leader enables a grindy midrange strategy – you can push offense with a heavy hitter (say, a 7-cost), knowing Kid will re-activate it as a blocker to protect you on the opponent’s turn. This punishes opponents who rely solely on attacking to remove your threats, forcing them to find removal effects instead. Kid’s ability to manipulate Life cards adds a strategic layer; savvy players will plan which Life to flip (perhaps setting up a trigger or combo). Overall, Kid brings Supernovas archetypes into yellow’s wheelhouse, combining the life-manipulation and defense of Big Mom’s yellow cards with the aggression of Worst Generation characters.
Beyond leaders, OP-10 introduces the Punk Hazard trait and other new mechanics. Notably, some cards allow Life card manipulation – a theme in yellow this set. For example, Jewelry Bonney (Yellow 3-cost) can take a Life card to your hand and then place a Supernova from your hand on top of your Life face-up. This is a completely new trick: stacking your life with a known card. As we’ll see, it combos incredibly with Trafalgar Law’s leader ability. Another new mechanic is face-up Life cards – Kid’s leader effect and Bonney’s ability both leave a life card face-up. While face-up, both players know what that life card is. This can matter for planning triggers or combos (and perhaps future effects might interact with face-up life). It’s clear Bandai is exploring Life area gameplay in Royal Blood, which adds depth to competitive matches.
Finally, event cards and stage cards in OP-10 also reflect these new themes. For example, the stage Punk Hazard itself (a 1-cost Stage) synergizes with Caesar Clown by letting you rest it to donate a rested DON!! to your leader or a character if your leader is Caesar. And a powerful new event, “Divine Departure” (Kamusari), gives red decks a flexible answer by KO’ing an opponent’s character or serving as a defense counter (this card is so good it’s among the top chase cards). Each color gets new tools in Royal Blood, but the biggest winners are the archetypes tied to the new leaders and themes.
In summary, Royal Blood’s new cards elevate specific strategies: Punk Hazard rush/control (Smoker & Caesar), Donquixote Pirates control (Sugar), Dressrosa midrange (Usopp), Supernovas (Law & Kid). These additions are already impacting the meta – for instance, blue/black Dressrosa decks with Usopp leader are seeing a resurgence thanks to cards like Kyros (OP10-046) and Corrida Coliseum, which together let you bounce enemy cards and attack immediately with new played characters. And Supernova decks are becoming top contenders with Law and Kid at the helm, as they leverage life-based plays that opponents struggle to predict. Next, let’s zoom in on some of the must-have cards from OP-10 that you’ll want for your competitive decks.
Best Cards for Competitive Decks
Which OP-10 cards are essential pickups for competitive players? Let’s break down the standout cards in Royal Blood that are defining the tournament meta, and how they strengthen new or existing decks:
- Trafalgar Law (Character, 7-cost, Secret Rare) – ”Surgeon of Death” as a unit is arguably the marquee card of OP-10. This 9000-power yellow character not only hits hard but has an incredible [On Play] effect: you reveal a Supernovas character from your hand and place it on top of your Life stack, then attach a rested DON!! to your Supernovas leader. In practice, this does two things: (1) it lets you stash a character into Life (setting up Law leader’s combo or Kid’s flip), and (2) immediately gives your leader an extra DON!!, essentially a free energy for leader effects. For example, in a Law leader deck, playing this SR Law on turn 7 allows you to immediately use Law’s leader ability (since a DON!! gets attached to leader) to play the very card you just tucked into Life! This kind of synergy is devastating – you develop a huge 9k body and another character from life in one swing. Law secret rare has quickly proven to be a staple in Supernova decks, enabling explosive turns. Competitive players are running 4-of despite it being Secret Rare (and yes, it’s one of the pricier cards – its alternate art is currently a top chase card). If you plan to run either Trafalgar Law or Kid as your leader, OP10-119 Law is a must-have playmaker.
Trafalgar Law (OP10-119 Secret Rare) – a 7-cost, 9000-power Supernova with a game-changing effect. On play, Law can stack a Supernova card onto your Life and energize your leader, enabling combos like Leader Law’s life-swap. This card is a cornerstone of new Supernova decks.
- Monkey D. Luffy (Character, 6-cost, Secret Rare) – Not to be outdone, the Straw Hat captain also appears as a Secret Rare in Royal Blood. This black 6-cost Luffy has 7000 power and two potent effects: he cannot be KO’d by opponent effects once per turn, and on attacking, he forces the opponent to discard a card from hand if they have 5 or more cards, by shuffling 3 of your trash back into deck. Essentially, this Luffy is a durable threat (immune to things like KO events or Kizaru effects one time each turn) that also serves as hand disruption against control decks. In competitive play, OP10 Luffy slots perfectly into black hand-control or Dressrosa decks. For example, in a blue/black Usopp Dressrosa build, this Luffy becomes a nightmare for the opponent: they can’t easily remove him with effects, and if they try to sit with a full hand for defense, Luffy will punch in and make them trash a key card. His effect synergizes with the Dressrosa strategy of grinding out resources. We’ve seen tournament lists tech 2–3 of this Luffy as a late-game finisher that’s hard to answer. If you play black (or blue-black), definitely consider adding Luffy – his ability to stick on board and whittle down opponent’s options is game-winning in slower matchups.
Monkey D. Luffy (OP10-118 Secret Rare) – a 6-cost black character. Luffy is immune to one KO effect per turn and makes opponents with ≥5 cards in hand discard 1 on attack. His resilience and hand disruption strengthen Dressrosa and black control decks, giving them a persistent threat.
- Kuzan (Character, 5-cost, Super Rare) – Aokiji returns with an effect that has black players rejoicing. Kuzan is a 5-cost 5000 power character that cannot be removed by opponent’s effects, and you can trash him (sacrifice) to draw 1 and then play any Blackbeard Pirates character (cost 5 or less) from your trash. This card single-handedly elevates the Black/Blackbeard Pirate archetype. Essentially, Kuzan recycles your best Blackbeard pirates – for example, you can trash Kuzan to replay a powerful cost-5 like Shiryu or Catarina Devon from your trash (even ones that died earlier), effectively “trading” Kuzan for another body and drawing a card in the process. Plus, Kuzan himself is stubborn to remove (opponent can’t KO or bounce him by effects). Competitive black decks (especially those led by Marshall D. Teach or other Blackbeard leaders) are including Kuzan as a core piece. He provides card advantage and board presence rolled into one. For instance, a common line is to use Kuzan to bring back a 5-cost Teach from trash, whose on-play might KO something – a huge swing that only cost you Kuzan (who already drew a card!). If you play black, OP10 Kuzan is a top-tier SR you’ll want; he slots in as a 2–4x depending on your deck’s focus on Blackbeard synergies.
- Donquixote Doflamingo (Character, 8-cost, Super Rare) – The Warlord of the Sea himself gets a new 8-cost purple card that is brutal in Donquixote Pirate decks. This Doflamingo has 9000 power and two effects: on play, DON!! –1 to play a cost 5 or lower Donquixote Pirates character from your hand for free, and on the opponent’s attack (once per turn), you can rest 1 DON!! to ramp 1 DON!! from your deck as active. The synergy here is wild – when you play Doffy, he can immediately drop one of his crew from your hand onto the field. You could cheat out a 5-cost like Vergo or Rosinante alongside him, creating a huge board presence out of nowhere. And defensively, every time your opponent attacks, Doflamingo basically says: “I’ll pay 1 to gain 1 DON!!” which effectively gives you extra energy on their turn to spend on Counter events or on your next turn. In a Sugar (red/purple) led deck, this Doflamingo is MVP. Sugar’s strategy is all about using events and having big Donquixote units – Doffy brings both, calling in an ally (which could even be a blocker like Pica) and fueling your event counters by ramping DON!!. Opponents have to be very careful attacking when he’s out, or you’ll accumulate energy and possibly blow them out with multiple counters. Doflamingo SR pushes Donquixote Family decks to the next level, making their late-game incredibly strong. If you enjoy purple control or Doflamingo-themed decks, prioritize obtaining this card. At $8-10 it’s one of the higher-value SRs (and its gorgeous alt-art isn’t cheap either). Two or three copies can fit in most purple lists to provide a finisher that also keeps you safe.
Donquixote Doflamingo (OP10-071 SR) – 8-cost purple Warlord with 9000 power. On play he can deploy a 5-cost Donquixote Pirate from your hand, and whenever an opponent attacks, he can rest 1 DON!! to ramp +1 DON!! from your deck. Doffy is a powerhouse for Donquixote Family decks, enabling big swarms and fueling defensive events.
- Donquixote Rosinante (Character, 5-cost, Super Rare) – Keeping it in the family, Corazon has a 5-cost SR that’s a perfect partner to Doflamingo. Rosinante is 6000 power (purple) with [On Play] you may trash an Event from hand to draw 2 cards, and [End of Turn] if you have 7 or more DON!! on field, untap 2 DON!!. This card is tailor-made for Sugar or any deck loaded with Events. If you have a dead event in hand, Rosinante turns it into fresh cards – essentially a +1 net draw. More importantly, his end-of-turn effect essentially refunds 2 DON!! if you’re at high energy, which means on turn 7 or later he gives you extra resources to either play counters on the opponent’s turn or set up more plays. In competitive play, Rosinante shines in control decks. A Sugar deck, for example, often holds events; Rosinante lets you cycle one you might not need in a particular matchup (drawing deeper for answers). Then he potentially untaps 2 DON!! to use for Sugar’s own effect or more counters. Together, Doflamingo and Rosinante form a brutal duo: Doffy can even play Rosinante for free from hand with his on-play! That sequence gives you a Rosinante who can immediately pitch an event to draw 2, and if it’s late game, you’ll end turn getting 2 DON!! back. The value and tempo swing is incredible. If you’re building any Donquixote Pirates list, or a purple deck that runs many events, you’ll want 3–4 Rosinante. He’s relatively affordable but absolutely one of the best purple cards in OP-10 for competitive reliability.
- Jewelry Bonney (Character, 3-cost, Uncommon) – Don’t let the rarity fool you: this yellow Bonney is meta-defining. She’s a 3-cost 4000 power Blocker with an [On Play] that fuels the Supernovas engine: you add 1 card from your Life to hand, then place a Supernovas cost 5 from your hand on top of your Life face-up. In essence, Bonney trades 1 life (you take it, possibly triggering any Life effects) to set up a specific card as your next life draw. This is unbelievably strong with Trafalgar Law leader – you can ensure the top card of your Life is a Supernova character that Law can play with his effect. For example, if you have a 5-cost like X Drake or Killer in hand, Bonney can tuck it into Life. Then Law leader, with his DON!! x1 ability, will reveal that life and play it for free. You effectively cheated out a 5-cost character for 3 cost, plus Bonney herself is a blocker to protect your board. The card advantage swing is wild. Even with Kid leader, Bonney is great – Kid flipping life face-up won’t randomly whiff if you set a useful card there, and taking a life to hand accelerates your card draw (and Kid’s leader effect wants you to have <= opponent’s life to maximize some effects like X Drake resting ability). Many top players consider Jewelry Bonney (OP10-107) the glue of the new Supernova decks. It’s uncommon, so easy to acquire – run 4 copies. Bonney’s synergy with Law and Kid leaders is so strong that it has pushed Supernova-based builds into top tables. If you plan to play the Worst Generation, Bonney is essential to filter your Life cards and enable big plays.
Jewelry Bonney (OP10-107 Uncommon) – 3-cost Blocker that adds a Life card to your hand to set a Supernova (cost 5) from hand on top of your Life face-up. Bonney’s ability to “stack” your Life is pivotal for combos with Trafalgar Law (leader) and ensures Supernova decks consistently deploy their heavy hitters.
- Roronoa Zoro (Character, 4-cost, Rare) – Among various supporting cards, this black Rare Zoro deserves mention for Dressrosa decks. He’s a 4-cost 6000 power with [On Play] rest your Dressrosa leader or stage to KO an opponent’s cost 4 or less character, then mill the top 2 cards of your deck. This Zoro gives blue/black decks like Usopp an efficient removal tool. By resting your leader (Usopp) or perhaps the Corrida Colosseum stage, he picks off a mid-sized threat. The self-mill of 2 might seem odd, but it actually synergizes with cards like the aforementioned Luffy (who recycles from trash for effect) or Gecko Moria (OP06) who can revive characters from trash. In play, Zoro helps Dressrosa control early aggression – he can kill a 4-cost blocker or utility card on turn 4, which is huge for maintaining board control. He’s typically run alongside Kyros (OP10-046, Rare) – Kyros can bounce a 5-cost to hand, and Zoro can KO a 4-cost; together they cover a broad range of threats for the Dressrosa deck. If you’re focusing on Usopp or any deck with the Dressrosa tag, this Zoro is a valuable tech (usually 2–3 copies). His synergy with the stage (Corrida Coliseum lets your Dressrosa chars attack characters on play) means you could even play Zoro, rest the stage to KO something, then immediately attack with another Dressrosa character because that stage’s effect is online. These small combos make a big difference in competitive sequencing. Zoro may not be as flashy as the Secrets, but he is a workhorse card for his archetype.
In addition to the above, keep an eye on OP10’s powerful Events and utility cards. For example, “Divine Departure” (OP10-019 Rare Event) – known as Kamusari, this red event can KO an opponent’s character (cost ≤8 if Warlord trait) or be used as a 4k Counter if needed. It’s so versatile that many red decks tech a copy or two, and its alternate art is one of the most expensive cards in OP-10. Another is “There’s No Need for Warlords” (OP10-096 Uncommon Event) – a black event that outright KOs an opponent’s Warlord character (cost ≤8)– extremely useful given how popular some Warlords (like Doffy SR or past set Mihawks) are in the meta. Even common stage cards like Punk Hazard (OP10-021) can enable combos (as mentioned, it helps Caesar). The bottom line: Royal Blood is filled with meta-relevant cards across all rarities. Make sure to evaluate how each could patch weaknesses or enhance strengths of your favorite deck.
Deck-Building Tips for OP-10
Integrating Royal Blood cards into your decks requires adjusting your game plan to maximize their strengths. Here are some tips and suggested archetypes to make the most of OP-10 in competitive deck-building:
- Embrace the New Leaders: The six new leaders each support a distinct playstyle. When building around them, focus on the traits and mechanics they boost. For example, a Smoker (R/G) deck should load up on Navy and Punk Hazard characters to take advantage of his power-buffing effect. Include high-power units (7000+) so that Smoker can activate his DON!!-untap skill reliably – cards like OP10 Sanji (5k base but 7k with one Don) were specifically highlighted in Bandai’s R/G Smoker deck breakdown. Meanwhile, a Caesar Clown deck should run numerous low-cost Punk Hazard characters (OP10 Monet, Smiley, etc.) that you won’t mind bouncing for Caesar’s KO effect, as well as cards like OP10-030 Smoker (Character) who can re-activate DON!! to combo with Caesar’s aggression.
- Supernovas Synergy (Law & Kid): If running Law (G/Y) or Kid (Y), build a Supernovas core. Include plenty of Supernova characters cost 5 or less (for Law’s leader ability and Bonney’s effect). Jewelry Bonney is auto-include, as discussed – she ensures your life reveals hit the right targets. With Law leader, you can even tech some Life-trigger cards (with triggers that activate when taken from life) to synergize with revealing life. For example, if a life reveal doesn’t hit a Supernova, perhaps it’s an event trigger you can still use. For Kid, include a mix of offense and defense: cards like OP05-102 Gedatsu (which KO’s a character with cost ≤ opponent’s life) work great since Kid tends to keep opponent’s life low, and large Supernovas with powerful effects (e.g. OP10 Urouge or OP09 X-Drake) which Kid can restand as blockers. Don’t forget some Blockers (like Capone Bege or OP10 Bonney herself) – Kid’s effect gives one blocker ability, but you might need others for wide protection.
- Dressrosa Control (Usopp): For Usopp (Blk/Blue), focus on Dressrosa trait characters to fully leverage his passive and draw. Fill the deck with the likes of Kyros (5-cost bounce), Rebecca, Leo, Hajrudin, etc., which all have Dressrosa tag. Stage: Corrida Colosseum (OP04-096) is highly recommended – it lets your Dressrosa characters attack the turn they are played (albeit only attacking characters). This combos with cards like OP06-086 Gecko Moria, who can revive two characters from trash, letting them attack immediately at characters. The game plan is to answer threats with Zoro and Kyros (KO and bounce) to control the board, use Colosseum to apply pressure, and rely on Usopp’s leader draw to keep your hand healthy even as you trade pieces. Make sure to maintain hand size ≤5 to always get the draw – this might mean deliberately playing out an extra card or two before passing, to stay in range. Don’t overfill your hand in an Usopp deck; use your resources and trust Usopp to refill them. Also, pack some powerful events like “Gum-Gum Rain” or “Love Love Beam” for defense – with his draw and possibly Splash in some Navy cards (since your deck is blue/black, you can include black removal like Buster Call or Meteor Volcano to supplement Dressrosa cards that lack KO power aside from Zoro).
- Donquixote Family (Sugar): Building Sugar (R/P) requires balancing Donquixote Pirates characters and lots of event cards. Aim for 16+ Donquixote Pirate cards (so Sugar’s end-of-turn untap often triggers by having a 6000+ power family member) – include Doflamingo SR, Vergo, Pica (great 4-cost blocker), Sugar’s sister Monet (if running Punk Hazard cards, though Monet is also Donquixote affiliate in this set). Then pack at least 8–10 events, especially ones you can play on opponent’s turn: Thrustpad Cannon, Love Love Mellow, Gum-Gum Rain are excellent. Each time you counter with one, Sugar will ramp a DON!!, which then lets you potentially play another event – it creates a chain of defensive plays. Rosinante SR is invaluable here: he turns spare events into draws and gives you DON!! back at end phase. Essentially, Sugar decks play a draw-go style – set up blockers and a big attacker (Doffy), then pass with energy open to counter everything, gaining DON!! and cards as you do so. Your win condition is typically sticking an 8-cost Doffy and whittling the opponent down while you never run out of gas. Include field control cards like OP02-071 Boa Hancock or OP01-081 King if you can (to remove things Sugar’s crew can’t easily handle). And watch your Don management – Sugar only untaps one DON!! per turn by herself, but Doffy can give more during attacks, and Rosinante gives 2 at end, so sequence your events accordingly (use Sugar’s free DON!! first, etc.). A well-built Sugar deck can feel oppressive as it nullifies the opponent’s offense and slowly grinds out a win.
- Augment Existing Meta Decks: Even if you stick with older leaders, OP-10 can spice up your deck. For example, Blue/Purple Crocodile decks have started teching Doflamingo SR and Sugar as a package to improve resource game (since Croc can recur events, Sugar’s event-synergy fits). Green Kid (OP01) decks might splash the New Bonney and some yellow cards if playing casually, but in official play color rules restrict that – however, they can make use of X.Drake (OP10-114 UC), a new yellow Supernova that rests an opponent’s character if your life <= theirs, via Life abilities or cross-color events in Treasure Cup formats. Red/Green Law (OP02), a previous meta staple, can absolutely use OP10 Bonney and even the new Law SR (since his leader is Supernova, the SR Law will attach a DON!! to him too). Be creative – many OP-10 cards have multiple trait alignments (e.g. Kuzan is Former Navy and Blackbeard Pirate, Rosinante is Navy and Donquixote), which means they might slot into decks by trait, not just color. Use deckbuilding tools or databases to search by trait and see if any OP-10 card can strengthen your strategy’s theme.
- Example High-Level Decklists: While the meta is still settling, here are a few early example decks incorporating OP-10 cards:
- Green/Yellow Trafalgar Law Supernovas: Leader Law, with a curve of Supernova characters – 4x Bonney, 4x Killer (OP02), 4x Capone Bege, 3x Urouge, 4x 5-cost Luffy (OP01), 2x X Drake (OP10 UC), 4x SR Law (OP10), 2x Secret Law (OP10), 4x Jet Pistol, 4x Paradise Waterfall. This deck aims to abuse life-reveal combos; it uses red removal (Jet Pistol) since Law leader allows red and green cards. Bonney and SR Law set up life plays, leader Law swaps them out. It’s a potent midrange with endless tricks.
- Blue/Black Usopp Dressrosa Control: Leader Usopp, running 4x Colosseum, 4x Zoro (OP10 rare), 3x Kyros, 4x Thatch (Dressrosa 2k counter), 3x Bartolomeo (blocker), 2x Luffy (OP10 SEC), 2x Gecko Moria, 2x Doflamingo (OP01 blocker), 4x Love Love Mellow, 4x Thrustpad Cannon. This build focuses on defense and removal. It will stall behind blockers and chip away with effects. With Usopp’s draws, it can afford a low count of attackers.
- Red/Purple Sugar Event Control: Leader Sugar, with 4x Rosinante, 3x Doflamingo SR, 4x Pica (blocker), 2x Boa Hancock (blocker), 3x Thatch (as a 2k counter Donquixote Pirate), 4x Love Love Mellow, 4x Desert Spada, 2x Thunder Bagua, 2x King (OP01 7-cost for heavy removal), 2x Sugar’s Tesla (just thematic). This deck’s goal is to play a slow game – ideally get Doffy out turn 8, and have 2-3 blockers. Use events every turn to negate attacks (Love Love to draw, Spada to manipulate top deck defensive triggers, etc.), and Sugar + Rosinante will keep your hand and DON!! in great shape. Eventually, your opponent runs out of steam and you swing back with Doffy and co.
Each of these decks showcases how Royal Blood cards can define an archetype or shore up a weakness. When building yours, identify the win condition (e.g. overwhelm with free plays in Law, deck out or control hand in Usopp, etc.) and ensure the OP-10 cards you include directly support that. Don’t add OP-10 cards just because they’re new – make sure they have synergy with your strategy or improve a bad matchup. The cards we highlighted as “best” are generally strong in a vacuum and have synergy with common deck themes.
Where to Buy & Getting Started
Excited to upgrade your deck with Royal Blood cards? Here’s how to get your hands on OP-10 and start playing:
- Booster Boxes & Packs: For the thrill of pulling Secret Rares and a pile of useful cards, you can purchase Royal Blood (OP-10) booster boxes and packs. Each box contains 24 packs of 12 cards each, giving you a solid chance at the Super Rares and maybe a Secret or Alt Art. We recommend checking out the Tako Games & Collectibles store – we have OP-10 booster boxes available for purchase (and often with a preorder or bundle deal). You can order Royal Blood booster boxes from Tako Games & Collectibles– supporting your local game store or specialty retailers like TakoGNC helps the community and you might get promo packs alongside your purchase.
- Singles on TCGplayer: If you’re chasing specific cards (say, just need 2 copies of Trafalgar Law SR or that last Secret Rare Luffy), buying singles is often the most efficient route. TCGplayer and other marketplaces have Royal Blood singles soon after release – for instance, Secret Rare Trafalgar Law was around $30-35 on release, and many Rares/Uncommons are just pennies. Identify the key cards you need for your deck and consider ordering them individually. This is especially useful for competitive players who don’t want to gamble on packs – you can get exactly the playset you need. Keep an eye on prices as Royal Blood cards might spike if a deck dominates a major tournament.
- Pre-release and Local Stores: Royal Blood has a pre-release (in some regions) where you can participate in sealed events and get packs a week early. Attending those at your local store can be a fun way to experience the new cards and pick up some early copies of important ones. After release, local game stores (LGS) often stock singles or will facilitate trades – bring your extra pulls to trade with fellow players for the cards you’re missing. The One Piece community is quite active; joining local Facebook or Discord groups can help you find good deals or trade partners for Royal Blood cards.
- For New Players: If you’re new to the competitive scene and Royal Blood is your entry point, welcome aboard! A great starting strategy is to pick a starter deck that you like (for example, the Worst Generation Starter Deck ST-02 or the Navy Starter ST-06) and then use Royal Blood boosters to upgrade it. Many OP-10 cards will directly slot into those starters – e.g., you can take the Worst Gen starter (which has green/yellow Luffy leader) and add OP-10 Supernovas like Bonney and Law to drastically improve it. Focus on learning one leader’s playstyle and gradually add OP-10 upgrades as you acquire them. Also, don’t be afraid to netdeck (copy) some of the example decks we discussed – it can accelerate your learning to play a proven list, then tweak it as you get more comfortable.
When buying cards, budget wisely: chase cards like Secret Rares are awesome but not always necessary to win. Many regionals are won with decks full of commons and rares plus a few well-chosen SRs. For instance, the Blue Doflamingo deck dominating early OP-10 meta uses many older commons and just a handful of new additions. So if you can’t get that Manga Law Secret Rare, don’t worry – you can still build a strong deck with affordable options and maybe proxy (with your group’s permission) until you get the real card.
Finally, enjoy the process! Opening packs, tuning your deck, and getting in practice games is one of the best parts of the TCG hobby. Royal Blood brings a fresh meta, so even veterans are in the lab brewing new ideas. As a new or returning player, you’re on relatively even footing once you learn the fundamentals. Use this guide, test out some of the strategies, and hit your locals or online events. With these OP-10 cards in your arsenal, you’ll be ready to compete with the best on the high seas of the One Piece Card Game.
Happy dueling, and may your pulls be ever in your favor! Now, let’s set sail for the next tournament with the power of Royal Blood!