Each of the 32 Socionics types has its own preferred way of handling information (functions). That maps directly onto how you build the board, how you balance offense and defense, and how you draw your win condition — in other words, your card-game play style.
This page first classifies decks by (1) the 6 colors and (2) the 9 play styles, then shows (3) the mapping logic between functions, temperament and the Q/D axis and play style. On that basis it presents (4) a deck database (filterable by color and style) and (5) 6 recommended decks for each of the 32 types, with reasons.
This is not a tournament tier list. The strength of the meta shifts with each set, but the character of each color and play style is stable. This page is a compatibility read of "which kind of play feels best for a given type." The same deck may be recommended to multiple types (natural, since play styles overlap). The "Current meta" badge marks Tier 1–2 decks per official tournament data as of May 2026. Listings are limited to practical leaders seen in competition.
1. The 6 colors ── a deck's foundation
In the ONE PIECE Card Game, each of the 6 colors has its own "way of moving the world" (mechanics). This is the starting point that links play style to function.
RedRush / power boost
Ends games early with tempo and power; keeps the offensive initiative.
GreenRest / active manipulation
Rests the opponent to bind their moves, ordering and controlling the board.
BlueBounce / hand & cost manipulation
Technical dexterity that disrupts the opponent's tempo and grinds.
PurpleDON!! manipulation / ramp
The acceleration color: manipulate resources and explode with big bodies.
BlackCost manipulation / removal (KO)
Dismantles the board by calculation and renders the opponent dysfunctional.
YellowLife manipulation / triggers
Turns life into a resource and holds comeback potential through triggers.
2. The 9 play styles ── classifying decks
Across colors, decks sort into 9 archetypes by "how they win." We also show which functions and temperaments each archetype links to.
AggroRush
Pressures from the start with low-cost tempo and power, racing the opponent down before they set up. The shorter the game, the better.
The most balanced archetype: take board initiative with quality mid-cost characters, steadily widen the lead and close it out.
Likely functions / temperamentTe (efficiency) · Si (stability) / Linear-Assertive
TempoGrind
Slow the opponent with bounce and cost manipulation while developing yourself, pushing in on the play-count gap — balancing grind and offense.
Likely functions / temperamentNe (development) · Te / Flexible-Maneuvering
ControlDomination
Endure early to build a resource lead, then take initiative late to win. Unafraid of the long game, it keeps stripping the opponent's options.
Likely functions / temperamentNi (reading) · Ti / Receptive-Adaptive
Removal ControlDismantle
Precisely handle the opponent's characters with KO and cost reduction, keeping the board clear to win. Calculation and precision are key.
Likely functions / temperamentTi (discipline) · Te · Se
ComboChain
Assemble specific cards or an engine to create an explosive turn or finisher all at once. The build-up until it comes together is key.
Likely functions / temperamentNe · Ni / Questioning (exploratory)
Ramp/BigAcceleration
Accelerate DON!! to land oversized characters early and overwhelm with size. Explosiveness is its biggest draw.
Likely functions / temperamentSe (force) · Ni (convergence)
Disruption/LockShutdown
Seal the opponent's effects and actions so they can't do what they want — breaking their premises and forcing dysfunction.
Likely functions / temperamentTi (structure) · Se / Balanced-Stable
Endurance/DefensiveEndurance
Absorb attacks with life manipulation, blockers and triggers, winning by waiting out the opponent's resources — winning through defense.
Likely functions / temperamentSi (comfort) · Fi (protection) / Receptive-Adaptive
3. Mapping logic ── personality structure and play style
Why we recommend a given deck to a given type. The reasoning is built in three layers: "function → play style," "temperament → play style," and the "Q/D axis."
3.1 Function → play style
Function
Meaning
Resulting play style
Why
Se
Force / initiative
Aggro / Ramp / Beatdown
Seizes the board and initiative by force, moving before the opponent
Si
Comfort / adjustment
Endurance / Midrange / Control
Keeps an unbreakable board and waits out the opponent's resources
Ne
Possibility / development
Combo / Tempo / Development aggro
Opens multiple options and builds the best move for the situation
Ni
Convergence / reading
Combo / Defense / Control
Converges on a single win condition and reads the decisive moment
Te
Efficiency / results
Midrange / Tempo / efficient Ramp
Converts resources into damage and board at maximum efficiency
Ti
Structure / discipline
Lock / Removal / precise Combo
Keeps the game under control through rules and structure
Fe
Expression of emotion
Aggro / Tempo / dramatic defense
Turns momentum and heat into plays and pushes in
Fi
Relationships / values
Endurance / Defense / selective Removal
Protects what matters and precisely judges only the disruptive cards
3.2 Temperament → play style
Temperament
Nature
Resulting play style
Why
Linear-Assertive
EJ | extroverted-rational, Fe/Te-leading forward, single-minded toward the goal
Aggro / value advance
Pushes a decided attack plan through without hesitation
Flexible-Maneuvering
EP | extroverted-irrational, Se/Ne-leading responsive, opportunistic
Tempo / development / rush
Instantly attacks into the opponent's openings
Receptive-Adaptive
IP | introverted-irrational, Si/Ni-leading waiting, passive
Control / endurance / defense
Endures, waits for the chance, and answers reliably
Balanced-Stable
IJ | introverted-rational, Ti/Fi-leading structural, solid defense
Control / Lock / solid defense
Holds the order and defense it has laid without breaking
3.3 Reading the function code ── Process/Result and Q/D
Each type's leading and creative functions are written as +Ne-p-Ti-c, in the form [sign][function][position]. The sign +/− is the Process / Result axis ── + = Process = divergent (expanding via positive feedback), − = Result = convergent / control (narrowing via negative feedback). The suffix -p/-c is the function's position: -p = leading (program), -c = creative.
Separately, Model K has its own Q/D axis (Questioning / Declaring). Questioning is a dialogic stance that opens up and receives questions; Declaring is an assertive stance that states and presents. ── * "Divergent / convergent" refers to Process / Result (the +/− sign) and is distinct from Q/D. In deckbuilding, a divergent (Process, +) leading function suits play that widens your options, while a convergent (Result, −) one suits narrowing to a single win condition. For example, even among Se-leading types, SLE-D "Conqueror" (leading −Se-p = Result/convergent) goes Purple for focused power, while SLE-Q "Change-Maker" (leading +Se-p = Process/divergent) goes Red for a wide-tempo rush.
How recommendations are derived. From each type's leading and creative functions (Layer-4 code), temperament and Q/D, we identify a play style via the tables above, then pick 6 decks with that style from the database. Scores combine weighted style matching plus color affinity, with an adjustment to avoid over-skewing toward one color.
4. Deck database
All 111 decks (covering every standard-legal leader across OP01–OP16, ST, EB and PRB; alt arts merged, one deck per leader; banned leaders excluded). Filter by color and play style, and search by leader name (multiple selections are OR). The Provisional badge marks 3 decks with unconfirmed colors (Krieg / OP14 Law / OP14 Jinbe).
Color
Style
Search
5. Recommended decks for each of the 32 types
For each type: 6 decks derived by the logic above, with the reasoning. Filter by quadra.
The leading function +Ne works to open up possibilities one after another. Combined with the divergence of the Questioning (Q) type and an improvisational, flexible-maneuvering temperament, combo/tempo decks that hunt each turn for the best combination from your hand and board are the most fun to pilot. Creative Ti keeps your builds coherent.
BlueGreenBlue/Green Iceburg
MidrangeCombo
A Water Seven mix that builds with Galley-La.
BluePurpleBlue/Purple Monkey D. Luffy
ControlCombo
Wins the long game with card draw and big bodies (Gear 4).
GreenPurpleGreen/Purple Monkey D. Luffy
ComboMidrange
A value engine that maximizes DON!! efficiency.
YellowGreenYellow/Green Trafalgar Law
TempoCombo
A tricky mix that swaps with Shambles.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
BluePurpleBlue/Purple Sanji
TempoControl
A technical deck maneuvering with parrying and leg techniques.
Leading Si is about maintaining comfort and balance. With a passive, receptive-adaptive temperament, endurance/control decks that absorb the attack and wait for the opponent to run dry suit you. As a Declaring (D) type, once you set a defensive plan you keep it consistent.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
GreenGreen Jewelry Bonney
Endurance/DefensiveControl
A defensive deck that rests the opponent to shut down attacks.
BlackGreenBlack/Green Perona
ControlEndurance/Defensive
A defensive deck disrupting with Negative and debuffs.
GreenGreen Jinbe
MidrangeEndurance/Defensive
Green that fights while defending with Fish-Man Karate.
PurpleYellowPurple/Yellow Charlotte Pudding
Endurance/DefensiveControl
Wins by defending with triggers and life manipulation.
A linear-assertive, forward-pushing temperament drives out leading Fe (the expression of emotion). Aggro/tempo decks that turn momentum straight into pressure mesh well. The Declaring (D) type pushes a decided attack plan through without hesitation.
Leading Ti is about structure and consistency. With a calm, balanced-stable temperament, control/lock decks that keep the board exactly as calculated suit you. Questioning (Q) plus creative +Ne also gives a knack for precise combos that seek the optimal line.
BlackBlack Marshall D. Teach
Disruption/LockControl
A lock that seals on-play effects and forces a stall.
BlackPurpleBlack/Purple Monkey D. Luffy
ControlCombo
Black/Purple that wins with card draw and big bodies.
BluePurpleBlue/Purple Monkey D. Luffy
ControlCombo
Wins the long game with card draw and big bodies (Gear 4).
BlueBlackBlue/Black Rebecca
TempoControl
Blue/Black that grinds with the Colosseum.
BlueBlackBlue/Black Usopp
TempoControl
A technical deck grinding with disruption and card draw.
With creative Ni you foresee the finishing blow, and the heat of leading Fe lets you close in one burst. Combo/endurance decks that build a grand finale from your defenses (triggers) shine. A linear-assertive drive heads straight for the climax.
PurpleYellowPurple/Yellow Nico Robin
ControlCombo
Purple/Yellow combining life manipulation and resource management.
PurpleYellowPurple/Yellow Donquixote Rosinante
ComboControl
A technical build combining DON manipulation and life management.
YellowYellow Dr. Vegapunk
ControlCombo
Yellow that builds the board while gaining life.
YellowYellow Calgara
AggroEndurance/Defensive
Aggressive Yellow that turns life into offense.
YellowGreenYellow/Green Trafalgar Law
TempoCombo
A tricky mix that swaps with Shambles.
BlackYellowBlack/Yellow Gecko Moria
ComboRemoval Control
Revives characters with triggers while removing.
LSI-DEnforcer
Quadra βBalanced-StableDeclaring (D)+Ti-p / -Se-c
The discipline of leading Ti is enforced by the suppressive power of creative Se. Lock / removal-control decks that shut down the opponent's actions and remove off-template cards are your forte. As a Declaring (D) type, you never let the order you've set collapse.
RedBlackRed/Black Krieg
Disruption/LockMidrange
A multicolor that binds with DON!! lock (color combo TBD).
BlackGreenBlack/Green Issho
ControlRemoval Control
A control-leaning mix that binds with gravity.
BlackBlack Marshall D. Teach
Disruption/LockControl
A lock that seals on-play effects and forces a stall.
BlackBlack Monkey D. Luffy
Removal ControlMidrange
A Black midrange weaving in cost manipulation.
RedBlackRed/Black Monkey D. Garp
Removal ControlMidrange
A Marine deck KOing high-cost cards via cost manipulation.
BlueBlackBlue/Black Sakazuki
Removal ControlMidrange
Dominates with Absolute Justice big bodies and removal (regulation TBD).
Leading Se is power and initiative itself. Ramp/beatdown decks that overpower the opponent with big bodies connect directly. Declaring (D) narrows your win condition to a single point, and flexible-maneuvering quickness pushes it through.
RedPurpleRed/Purple Gol D. Roger
AggroRamp/Big
Stacks DON and sweeps with high power.
RedPurpleRed/Purple Monkey D. Luffy
AggroRamp/Big
Aggression pairing Red's tempo with Purple's acceleration.
BlackPurpleBlack/Purple Zephyr
AggroMidrange
A mix that attacks with the Neo Marines.
RedBlackRed/Black Sabo
AggroMidrange
Balances board-building and offense with the three brothers.
Leading Ni's eye for reading the flow and a receptive-adaptive passivity suit endurance/defensive decks that flip the game with a trigger. Questioning (Q) keeps you unfixed, choosing the win condition as the situation demands.
PurpleYellowPurple/Yellow Charlotte Pudding
Endurance/DefensiveControl
Wins by defending with triggers and life manipulation.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
YellowYellow Monkey D. Luffy (Skypiea)Current meta
Endurance/DefensiveMidrange
Attrition deck using life as a resource to protect high power.
Leading Se's pressure and flexible-maneuvering responsiveness seize the initiative. Aggro/beatdown decks that attack at good tempo are your stage. Questioning (Q) gives the dexterity to rearrange your line of attack to match the opponent.
RedPurpleRed/Purple Uta
AggroTempo
Red/Purple that piles on with FILM synergy.
RedBlueRed/Blue Portgas D. AceCurrent meta
AggroTempo
Balances rush and tempo to bewilder the opponent.
RedRed Sanji
AggroTempo
Red aggression that ambushes by granting Rush.
RedBlueRed/Blue Nefertari Vivi
AggroTempo
Aggression that racks up plays with Alabasta.
RedBlackRed/Black Sabo
AggroMidrange
Balances board-building and offense with the three brothers.
Leading Ni's sense of inevitability is supported by creative Te's efficiency. Removal-control decks that punish the opponent's advances and lock up the late game for sure are ideal. Declaring (D) and a receptive-adaptive stance keep your waiting plan consistent.
BluePurpleBlue/Purple Crocodile
ControlRemoval Control
An early mix that controls with Baroque Works.
BlackBlack Smoker
Removal ControlControl
Black control that lowers cost and removes.
BlackBlack Im
ControlRemoval Control
Control that keeps grinding board and hand.
BlackBlack Crocodile
Removal ControlControl
Wins the long game with removal and cost manipulation.
Leading Te is efficiency and results. Midrange/ramp decks that convert resources into damage at maximum efficiency mesh well. Linear-assertive play expands your advantage continuously, and Ni judges the decisive moment.
PurpleBluePurple/Blue Kaido
Ramp/BigMidrange
Gains DON on KO and pushes with big bodies.
PurplePurple EnelCurrent meta
Ramp/BigMidrange
Top of the current meta: accelerates DON!! to land big bodies early.
PurplePurple Monkey D. Luffy
Ramp/BigMidrange
Accelerates DON!! and pushes with Straw Hat big bodies.
PurplePurple Kaido
Ramp/BigMidrange
Stacks DON!! and overpowers with big bodies.
RedPurpleRed/Purple Eustass Kid
MidrangeRamp/Big
Red/Purple midrange that pushes with big bodies.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
Leading Fi's discernment of values is enforced by creative Se. Removal that precisely judges order-disrupting cards, and endurance that protects what must be protected, suit you. Balanced-stable never overturns a ruling once made.
BlackGreenBlack/Green Issho
ControlRemoval Control
A control-leaning mix that binds with gravity.
BlackBlack Monkey D. Luffy
Removal ControlMidrange
A Black midrange weaving in cost manipulation.
RedBlackRed/Black Monkey D. Garp
Removal ControlMidrange
A Marine deck KOing high-cost cards via cost manipulation.
BlueBlackBlue/Black Sakazuki
Removal ControlMidrange
Dominates with Absolute Justice big bodies and removal (regulation TBD).
YellowBlackYellow/Black Koala
MidrangeRemoval Control
Yellow/Black maneuvering with life and cost manipulation.
GreenGreen Dracule MihawkCurrent meta
Removal ControlMidrange
Control + removal that cuts down with the leader effect.
Leading Te and creative Si run a stable operation on the ground. Midrange/tempo decks that steadily cycle high-quality characters suit you. Questioning (Q) adds the flexibility to optimize your play to the situation.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
GreenGreen Hody Jones
MidrangeTempo
Green that attacks with the Fish-Man Pirates.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
BlueBlue Emporio Ivankov
TempoMidrange
Blue midrange that grinds with bounce.
BlueBlue Buggy
TempoMidrange
Buggy's Delivery, cheating out high-cost cards.
GreenBlueGreen/Blue Zoro & Sanji
AggroMidrange
Keeps characters active to add extra attacks.
EII-DEmpath
Quadra δBalanced-StableDeclaring (D)+Fi-p / -Ne-c
Leading Fi's protective heart and balanced-stable steadiness suit endurance/control decks that hold up and strike back even while worn down. Declaring (D) keeps your defensive axis steady, and +Ne gives breadth to your defenses as needed.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
PurpleYellowPurple/Yellow Charlotte Pudding
Endurance/DefensiveControl
Wins by defending with triggers and life manipulation.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
YellowYellow Monkey D. Luffy (Skypiea)Current meta
Endurance/DefensiveMidrange
Attrition deck using life as a resource to protect high power.
Leading +Ne's inventiveness and flexible-maneuvering responsiveness make tempo/utility decks that maneuver around the situation shine. Declaring (D) keeps the core steady while Fi sharpens your nose for who to pair with (synergy).
RedBlueRed/Blue LucyCurrent meta
TempoMidrange
A dexterous all-rounder with adaptability, development and staying power.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
Leading Si's sense of just-right is made efficient by creative Te. Midrange/tempo decks that arrange the board precisely fit your hand. A craftsman's nature with Questioning (Q), fine-tuning while seeking the optimum.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
GreenGreen Hody Jones
MidrangeTempo
Green that attacks with the Fish-Man Pirates.
BlueBlue Emporio Ivankov
TempoMidrange
Blue midrange that grinds with bounce.
BlueBlue Buggy
TempoMidrange
Buggy's Delivery, cheating out high-cost cards.
GreenBlueGreen/Blue Zoro & Sanji
AggroMidrange
Keeps characters active to add extra attacks.
RedBlueRed/Blue LucyCurrent meta
TempoMidrange
A dexterous all-rounder with adaptability, development and staying power.
Leading Te x Ni embodies reason and will. Ramp/control decks that marshal resources and lead the board suit you. Linear-assertive rule governs the whole in one hand, while Questioning (Q) seeks the best move before committing.
PurpleBluePurple/Blue Kaido
Ramp/BigMidrange
Gains DON on KO and pushes with big bodies.
PurplePurple EnelCurrent meta
Ramp/BigMidrange
Top of the current meta: accelerates DON!! to land big bodies early.
PurplePurple Monkey D. Luffy
Ramp/BigMidrange
Accelerates DON!! and pushes with Straw Hat big bodies.
PurplePurple Kaido
Ramp/BigMidrange
Stacks DON!! and overpowers with big bodies.
RedPurpleRed/Purple Eustass Kid
MidrangeRamp/Big
Red/Purple midrange that pushes with big bodies.
GreenPurpleGreen/Purple Donquixote Doflamingo
ComboRamp/Big
Combo + ramp with the underground and DON manipulation.
Leading Fi's protected values are supported by Se's stance. Endurance that shuts down attacks on a solid board, and removal that cuts when needed, fit you. With Declaring (D) and balanced-stable, you hold a consistent defense as a shield.
BlackGreenBlack/Green Perona
ControlEndurance/Defensive
A defensive deck disrupting with Negative and debuffs.
GreenGreen Jinbe
MidrangeEndurance/Defensive
Green that fights while defending with Fish-Man Karate.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
GreenGreen Dracule MihawkCurrent meta
Removal ControlMidrange
Control + removal that cuts down with the leader effect.
BlackGreenBlack/Green Issho
ControlRemoval Control
A control-leaning mix that binds with gravity.
GreenGreen Jewelry Bonney
Endurance/DefensiveControl
A defensive deck that rests the opponent to shut down attacks.
Leading Se's pressure and Fi's gamesmanship show through brute force and behind-the-scenes dismantling. Declaring (D) narrows the win condition, while flexible-maneuvering attacks unpredictably -- the schemer type.
RedPurpleRed/Purple Gol D. Roger
AggroRamp/Big
Stacks DON and sweeps with high power.
RedPurpleRed/Purple Monkey D. Luffy
AggroRamp/Big
Aggression pairing Red's tempo with Purple's acceleration.
RedPurpleRed/Purple Uta
AggroTempo
Red/Purple that piles on with FILM synergy.
BlackPurpleBlack/Purple Zephyr
AggroMidrange
A mix that attacks with the Neo Marines.
BlackPurpleBlack/Purple King
AggroEndurance/Defensive
Black/Purple attacking with the Beasts all-stars.
RedBlackRed/Black Sabo
AggroMidrange
Balances board-building and offense with the three brothers.
Leading Ni's insight, run with Te's efficiency, makes control/tempo decks that parry the opponent and expose contradictions your forte. Questioning (Q) holds no fixed assumptions and breaks things unconventionally.
BluePurpleBlue/Purple Crocodile
ControlRemoval Control
An early mix that controls with Baroque Works.
BlueBlackBlue/Black Rebecca
TempoControl
Blue/Black that grinds with the Colosseum.
BlueBlackBlue/Black Usopp
TempoControl
A technical deck grinding with disruption and card draw.
BlueBlue Kuzan
ControlRemoval Control
Blue control that binds and grinds with ice.
BluePurpleBlue/Purple Sanji
TempoControl
A technical deck maneuvering with parrying and leg techniques.
Leading +Ne's soft ideas and Fi's empathy suit endurance/tempo decks that receive and support. Questioning (Q) avoids declaring a win condition outright, holding the field to match the opponent -- a defense-leaning stance.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
GreenGreen Brook
TempoEndurance/Defensive
Green supporting the Straw Hats with rest and defense.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
YellowGreenYellow/Green Trafalgar Law
TempoCombo
A tricky mix that swaps with Shambles.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
With the precision of leading Si x Te, tempo/control decks that stack disruption and resource management fit your hand. As a Declaring (D) type, a craftsman who carefully completes the procedure he has set.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
BlueBlackBlue/Black Rebecca
TempoControl
Blue/Black that grinds with the Colosseum.
BlueBlackBlue/Black Usopp
TempoControl
A technical deck grinding with disruption and card draw.
BlueBlue Emporio Ivankov
TempoMidrange
Blue midrange that grinds with bounce.
BlueBlue Buggy
TempoMidrange
Buggy's Delivery, cheating out high-cost cards.
RedBlueRed/Blue LucyCurrent meta
TempoMidrange
A dexterous all-rounder with adaptability, development and staying power.
Leading Te x Si's arrange-it-and-see-it-through goes to midrange/endurance decks that close out steadily on a stable board. Declaring (D) carries the planned steps through to the end.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
GreenBlueGreen/Blue Sanji
MidrangeTempo
Green/Blue midrange maneuvering with leg techniques.
GreenGreen Jinbe
MidrangeEndurance/Defensive
Green that fights while defending with Fish-Man Karate.
Leading Fi's introspection and +Ne's contemplation layer onto control/endurance decks that prepare while deliberating. Questioning (Q) doesn't rush the answer, settling in patiently as if questioning the meaning.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
BluePurpleBlue/Purple Monkey D. Luffy
ControlCombo
Wins the long game with card draw and big bodies (Gear 4).
PurpleYellowPurple/Yellow Charlotte Pudding
Endurance/DefensiveControl
Wins by defending with triggers and life manipulation.
GreenGreen Jewelry Bonney
Endurance/DefensiveControl
A defensive deck that rests the opponent to shut down attacks.
BlackGreenBlack/Green Perona
ControlEndurance/Defensive
A defensive deck disrupting with Negative and debuffs.
Leading Fe x Si works to soften the room. Tempo/endurance decks that gently create flow shine. Linear-assertive steps brightly forward, while Questioning (Q) reads the mood and adjusts.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
RedBlueRed/Blue LucyCurrent meta
TempoMidrange
A dexterous all-rounder with adaptability, development and staying power.
BlueYellowBlue/Yellow Portgas D. Ace
AggroTempo
An alternate-color Ace balancing rush and triggers.
RedBlueRed/Blue Portgas D. AceCurrent meta
AggroTempo
Balances rush and tempo to bewilder the opponent.
YellowYellow Monkey D. Luffy (Skypiea)Current meta
Endurance/DefensiveMidrange
Attrition deck using life as a resource to protect high power.
Leading Ti's architecture of logic goes to combo/ramp decks that stack up and complete a big finisher. With Declaring (D) and balanced-stable, you quietly assemble the structure exactly to blueprint.
BluePurpleBlue/Purple Monkey D. Luffy
ControlCombo
Wins the long game with card draw and big bodies (Gear 4).
PurplePurple Donquixote Doflamingo
ComboRamp/Big
Combines a development combo with ramp.
GreenPurpleGreen/Purple Donquixote Doflamingo
ComboRamp/Big
Combo + ramp with the underground and DON manipulation.
GreenPurpleGreen/Purple Lim
ComboRamp/Big
Combo-leaning, aiming at a special win condition.
BlackPurpleBlack/Purple Monkey D. Luffy
ControlCombo
Black/Purple that wins with card draw and big bodies.
PurpleYellowPurple/Yellow Nico Robin
ControlCombo
Purple/Yellow combining life manipulation and resource management.
Leading +Ne's reinvention is given coherence by Ti. Suited to combo/ramp decks that manipulate resources and detonate paradoxical win conditions. Declaring (D) converges an eccentric concept into a single form.
GreenPurpleGreen/Purple Donquixote Doflamingo
ComboRamp/Big
Combo + ramp with the underground and DON manipulation.
GreenPurpleGreen/Purple Lim
ComboRamp/Big
Combo-leaning, aiming at a special win condition.
PurplePurple Donquixote Doflamingo
ComboRamp/Big
Combines a development combo with ramp.
BluePurpleBlue/Purple Monkey D. Luffy
ControlCombo
Wins the long game with card draw and big bodies (Gear 4).
Leading Si x Fe gives sensation a shape. Endurance decks that color the field with soft tempo and defense suit you. Questioning (Q) stays unfixed, riding the flow of the moment -- receptive-adaptive.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
YellowGreenYellow/Green Yamato
Endurance/DefensiveMidrange
Yellow/Green that fights with life manipulation and rest.
BluePurpleBlue/Purple Vinsmoke Reiju
MidrangeEndurance/Defensive
A mix that fights while absorbing with Germa.
BlueBlue Jinbe (Warlord)
MidrangeEndurance/Defensive
Jinbe of the Seven Warlords (color TBD).
GreenGreen Brook
TempoEndurance/Defensive
Green supporting the Straw Hats with rest and defense.
Leading Se's breakthrough power goes to aggro/tempo decks that crush even common sense with speed. Questioning (Q) and flexible-maneuvering respond instantly to openings, closing in unpredictably -- the executor type.
RedPurpleRed/Purple Uta
AggroTempo
Red/Purple that piles on with FILM synergy.
RedBlueRed/Blue Portgas D. AceCurrent meta
AggroTempo
Balances rush and tempo to bewilder the opponent.
RedRed Sanji
AggroTempo
Red aggression that ambushes by granting Rush.
RedBlueRed/Blue Nefertari Vivi
AggroTempo
Aggression that racks up plays with Alabasta.
RedBlackRed/Black Sabo
AggroMidrange
Balances board-building and offense with the three brothers.
Leading Ni's eye that sees destiny layers onto endurance/defensive decks that bet on a single trigger. Declaring (D) trusts the win condition it has read out, and receptive-adaptive commits to waiting.
PurpleYellowPurple/Yellow Charlotte Pudding
Endurance/DefensiveControl
Wins by defending with triggers and life manipulation.
GreenYellowGreen/Yellow Shirahoshi
Endurance/DefensiveControl
Defense-focused, holding firm with rest and blocking.
BlueYellowBlue/Yellow NamiCurrent meta
TempoEndurance/Defensive
Top of the current meta: manages tempo and hedges with triggers.
BlueYellowBlue/Yellow Boa HancockCurrent meta
Endurance/DefensiveTempo
A 'zombie' endurance-tempo that defends back with triggers.
PurpleYellowPurple/Yellow Nico Robin
ControlCombo
Purple/Yellow combining life manipulation and resource management.
PurpleYellowPurple/Yellow Donquixote Rosinante
ComboControl
A technical build combining DON manipulation and life management.
Leading Fe turns feeling into a passionate all-out assault. Aggro/combo decks where Ni eyes the decisive moment are the hero's stage. Linear-assertive attacks without hesitation, and Declaring (D) bets on a single win condition.
RedYellowRed/Yellow Belo Betty
Aggro
Rush that rallies weak characters to attack.
RedPurpleRed/Purple Uta
AggroTempo
Red/Purple that piles on with FILM synergy.
RedPurpleRed/Purple Gol D. Roger
AggroRamp/Big
Stacks DON and sweeps with high power.
RedPurpleRed/Purple Monkey D. Luffy
AggroRamp/Big
Aggression pairing Red's tempo with Purple's acceleration.
Leading Ti's order is policed by Se's suppression. Lock/removal decks that police the opponent with cost manipulation and removal are your forte. Balanced-stable never eases the squeeze, while Questioning (Q) keeps probing for holes.
BlackGreenBlack/Green Issho
ControlRemoval Control
A control-leaning mix that binds with gravity.
BlackBlack Marshall D. Teach
Disruption/LockControl
A lock that seals on-play effects and forces a stall.
BlackBlack Smoker
Removal ControlControl
Black control that lowers cost and removes.
BlackBlack Im
ControlRemoval Control
Control that keeps grinding board and hand.
RedBlackRed/Black Krieg
Disruption/LockMidrange
A multicolor that binds with DON!! lock (color combo TBD).
BlackGreenBlack/Green Perona
ControlEndurance/Defensive
A defensive deck disrupting with Negative and debuffs.
How to use this. If your type isn't settled yet, try a few styles in the §4 database; the one you pilot most comfortably is a clue. Conversely, working backward from a favorite deck's play style through the §3 tables reveals the functions you unconsciously favor.