The Best Decks in the One Piece TCG Right Now - October 2025

We're just a few weeks away from the dawn of Carrying on His Will (OP13), a set that looks to redefine the One Piece Card Game. I think we'll take that opportunity to check in with the metagame one final time before Imu (OP13-079), Gol.D.Roger (OP13-003) and Portgas.D.Ace (OP13-002) come out to play. What do you think? Fancy one more ride?
I certainly do. The OP12 metagame has been a surprisingly enjoyable format for me personally. Nearly every color has representation somewhere amongst the top decks, and a variety of playstyles have managed to find success. Do you enjoy inevitable endgame scenarios? Skill-rewarding tempo strategies? Unrelenting aggression with some tricks built in? There's something for you at the top of this format, and that's a fantastic place to be.
There are still seven Regional Championships left to play before OP13 arrives, and no doubt a wealth of local level events worth dominating as well. The best Leaders in the format aren't just going to sour overnight when Carrying on His Will arrives either. There are numerous reasons you may want to improve your play with one of the best decks in the format — so let's make sure you've got the tools to do that.
These are the best decks in the One Piece TCG right now.
Blue/Purple Luffy
If you believed the most recent ban list adjustments would knock the wind out of Monkey.D.Luffy (OP11-040), you could be forgiven. That's exactly what happened... for about two weeks.
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It didn't take long for the player base to refine the archetype anew and find alternative ways to maximize this game-defining Leader ability. Nobody generates advantage quite like Luffy once an endgame has been reached. Few Leaders can match the sheer size of their Characters and critical mass of counter value. That inevitability is what makes Monkey.D.Luffy (OP11-040) such a potent Leader to stare down if you can't close the door quickly enough.
Yonas Abraham's Blue/Purple Luffy - 1st Place at PPG Online Regional
- Monkey.D.Luffy (OP11-040)
- 4 Zoro-Juurou (OP05-067)
- 4 Uso-Hachi (ST18-001)
- 4 Mr.2.Bon.Kurei(Bentham) (EB01-061)
- 1 Charlotte Pudding (OP06-047)
- 4 Nami (OP11-054)
- 3 Donquixote Rosinante (OP10-072)
- 3 Sanji (OP07-064)
- 2 Monkey.D.Luffy (OP11-118)
- 4 Sanji (OP06-119)
- 3 Dracule Mihawk (OP01-070)
- 2 Monkey.D.Luffy (OP09-119)
- 4 Gum-Gum Giant (OP09-078)
- 4 Gear Two (OP11-080)
- 4 Thunder Bagua (OP01-119)
- 4 God Thread (OP10-079)
A mixture of threats have been tested to replace the power of Charlotte Katakuri (OP11-067) and Charlotte Linlin (OP08-069) at the top of the curve, with the most popular being Dracule Mihawk (OP01-070). Mihawk has been around since the beginning of the game but has found itself the best remaining way to play catchup once the endgame has been reached. It's not uncommon to naturally run Mihawk out from your hand, but the card is at its best when he's spun into play by Sanji (OP06-119), both removing the biggest opposing threat and establishing two of your own.
As a result, the other finishers of choice really need to avoid an opposing Mihawk. Abraham has chosen to lean into Monkey.D.Luffy (OP11-118) and Monkey.D.Luffy (OP09-119), two additional threats that represent immediate rush and clearing power. Personally, I'm a huge fan of these choices. All that Monkey.D.Luffy (OP11-040) needs to do in order to bury most other Leaders is survive the early assault, hiding behind a wall of counters afterwards. Both versions of Luffy are perfect to stem the bleeding and can be selected by your Leader ability once it's online.
The easiest way to set Sanji (OP06-119) up is with your Leader ability, but Nami (OP11-054) provides a way to shuffle unwanted draws back atop your deck as well. As a result, it's very difficult for unwanted cards to get stuck in your hand or fail to leverage Sanji on nine DON!!. Donquixote Rosinante (OP10-072) sneakily achieves a similar role, both burning leftover Events for new cards and resetting enough DON!! to use all the counters you have.
The rest of the deck is mostly gigantic counters and consistent DON!! acceleration. You just want to reach that eight DON!! mark as quickly as possible without your 3 Life becoming a liability. If you can survive to the late game, Blue/Purple Luffy the best deck in the format right now.
Green Bonney
That's right. My favorite deck in all of One Piece is back in the spotlight — equipped with some shiny new toys!
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It's a weird time to be a Bonney player. The Monkey.D.Luffy (OP11-040) matchup was notoriously difficult in previous metagames, but it looked slightly more positive at the beginning of OP12. Unfortunately, Luffy players have found new play patterns designed to starve Bonney of resources and bring the game late once again. As a result, this deck would still rather avoid the most popular deck in the format, but that risk comes with the upside of an impressively favorable matchup into Roronoa Zoro (OP12-020) and Silvers Rayleigh (OP12-001).
Tyler T's Green Bonney - 2nd Place at PPG Online Regional
- Jewelry Bonney (OP07-019)
- 4 Jewelry Bonney (ST02-007)
- 4 Koushirou (OP12-027)
- 4 Tashigi (OP10-032)
- 4 Jewelry Bonney (PRB02-004)
- 3 Pedro (OP08-030)
- 3 Roronoa Zoro (PRB02-006)
- 4 Cavendish (EB01-012)
- 4 Carrot (OP08-023)
- 4 X.Drake (ST24-005)
- 2 Jewelry Bonney (OP12-118)
- 4 Hody Jones (OP06-035)
- 3 Dracule Mihawk (OP12-030)
- 2 Eustass"Captain"Kid (OP01-051)
- 2 Shanks (ST16-004)
- 3 Donquixote Doflamingo (OP04-031)
Out of all the decks at the top of the format, Bonney is the one being innovated the most. The archetype has been blessed with a wealth of powerful new tools in Legacy of the Mastery (OP12) and Premium Booster -The Best- Vol.2 (PRB02) but fitting them all into the list is no easy feat. The above list has managed to do a great job of doing so and will likely serve as the scaffolding for future lists.
It took a moment for people to come around on Jewelry Bonney (PRB02-004), but it reads like a custom card to me. Jewelry Bonney (OP07-019) is always looking for additional ways to restand a DON!! to access your Leader ability without playing off-curve. Much like Cavendish (EB01-012), X.Drake (ST24-005) and Jewelry Bonney (OP12-118), the three-cost blocker enables those play patterns while providing some amount of defense against more aggressive Leaders. This critical mass of DON!! activators make a ten-cost Character like Donquixote Doflamingo (OP04-031)) much more appealing: a huge upside given the card is so strong against Blue/Purple Luffy.
Roronoa Zoro (PRB02-006) is a more interesting inclusion but one I'm eager to try. The bar to make the cut for a +2000 counter is always reasonably low, but the idea of a blocker than can never be brute forced by a Hody Jones (OP06-035) or Demon Aura Nine Sword Style Asura Blades Drawn Dead Man's Game (OP12-037) is pretty appealing. I'm happy to see this card finding a home in most Bonney lists, and I'm curious to see what the final number is.
If you thought Dracule Mihawk (OP12-030) was good elsewhere, it's disgusting here. On nine DON!! cards, it's not uncommon to jam Mihawk plus Cavendish/X.Drake for unbelievable amounts of power and a readied resource. If you're lucky enough to have a Jewelry Bonney (OP12-118) to slide in instead, you'll even draw some cards in the process. I'm not sure I could design a better piece of top-end if I tried!
Koushirou (OP12-027) is also a surprisingly impressive upgrade for the deck. While you don't quite have the same abundance of {Slash} Characters as Roronoa Zoro (OP12-020), all your most important Characters sport the trait. Protecting Cavendish (EB01-012) can be the difference between winning and losing a game, so I'm not surprised to see a defensive measure for them finding some success.
Finally, I'm happy to see Shanks (ST16-004) finding a home at the top of the curve once more. The deck has such an impressive density of blockers early in the game that you can afford to tailor your finishers toward your more problematic matchups. Shanks will happily slay any Monkey.D.Luffy (OP09-119) or Dracule Mihawk (OP01-070) on the other side of the table and dominates most board states in the aftermath. It's not uncommon for that matchup to become a battlecruiser battle in the final turns, and additional battlecruisers go an awfully long way.
Red Rayleigh
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[Activate: Main] [Once Per Turn] You may reveal 2 Events from your hand: Up to 1 of your Characters with 4000 base power or less gains +2000 power during this turn.
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If you prefer something more aggressively slanted, Silvers Rayleigh (OP12-001) is the Leader for you. Rayleigh actively prevents a deck from including cards that cost five or more, forcing you to play a much punchier game to make the most of your cards. In exchange, you're rewarded with an omnipresent +2000 power to any Character with 4000 base power or less, allowing them to crash into most Leaders or blockers without the assistance of additional DON!! cards.
David Atherton's Red Rayleigh - 1st Place at Carta Magica Online Regional
- Silvers Rayleigh (OP12-001)
- 4 Nami (OP01-016)
- 4 Buggy (OP03-008)
- 4 Shakuyaku (OP12-006)
- 4 Boa Hancock (OP12-014)
- 2 Brook (ST01-011)
- 2 Monkey.D.Luffy (OP01-024)
- 4 Sanji (OP10-005)
- 2 Roronoa Zoro (OP01-025)
- 4 Monkey.D.Luffy (OP12-015)
- 2 Kid & Killer (EB01-003)
- 4 Color of Observation Haki (OP12-017)
- 4 Color of the Supreme King Haki (OP12-018)
- 3 To Never Doubt--That Is Power! (OP12-016)
- 3 Color of Arms Haki (OP12-019)
- 1 Radical Beam!! (OP01-029)
- 1 Gum-Gum King Kong Gatling (OP06-018)
- 2 Gum-Gum Mole Pistol (ST21-017)
Event cards are a huge part of the structure of Silvers Rayleigh — they're a requirement in hand to keep that Leader ability active. Buggy (OP03-008), Shakuyaku (OP12-006) and Boa Hancock (OP12-014) form a cohesive engine to consistently find these Events, while Monkey.D.Luffy (OP12-015) provides another game-defining payoff for doing so. Chaining Luffy into Hancock creates some of the most explosive turn sequences you could ask for and threatens some serious damage.
Given that you'd prefer to keep your Events in hand throughout the game, you want most of them to provide counter value to either survive or save your Monkey.D.Luffy (OP12-015). Color of Arms Haki (OP12-019), Color of the Supreme King Haki (OP12-018) and To Never Doubt--That Is Power! (OP12-016) fill that role nicely while offering a toolbox of useful effects. Color of Observation Haki (OP12-017) keeps those Event numbers high while consistently finding the missing piece of your sequence, while other Events like Gum-Gum King Kong Gatling (OP06-018) and Gum-Gum Mole Pistol (ST21-017) offer a searchable effect to smash through blockers or problematic Characters. All together, they allow your role-players to answer most situations.
Otherwise, the deck is focused on deploying threats quickly and reusing its DON!! to create much larger threats across the board. I'm a big fan of the two copies of Kid & Killer (EB01-003) at the top of the curve to smash in and close the game. They're very emblematic of the overall game plan.
Green Zoro
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Roronoa Zoro (OP12-020) was the main attraction from Legacy of the Master (OP12). He's a highly adaptable Leader that can pivot between aggressively pressuring the opposing Leader and playing deliberate board control. Green Zoro has become an incredibly popular choice off the back of a fan-favorite character and a straightforward, easy-to-comprehend game plan and stands to thrive throughout the Legacy of the Master metagame and beyond.
Richard Yam's Green Zoro - 1st Place at Championship Finals Dallas
- Roronoa Zoro (OP12-020)
- 4 Kouzuki Hiyori (OP12-028)
- 4 Perona (OP12-034)
- 4 Nami (OP03-030)
- 4 Koushirou (OP12-027)
- 3 Rika (ST12-007)
- 4 Shimotsuki Kouzaburou (OP12-029)
- 4 Hatchan (OP03-033)
- 4 Kuina (OP12-026)
- 3 Roronoa Zoro (OP12-036)
- 4 Tashigi (OP12-031)
- 3 Cavendish (EB01-012)
- 3 Dracule Mihawk (OP12-030)
- 1 Because the Side of Justice Will Be Whichever Side Wins!! (OP05-037)
- 1 Demon Aura Nine Sword Style Asura Blades Drawn Dead Man's Game (OP12-037)
- 4 Luffy Is the Man Who Will Become the King of Pirates!!! (OP12-039)
The bread-and-butter plays revolve around resting an opposing Character, slapping it with Zoro, then restanding your Leader to swing at the opponent. Tashigi (OP12-031) is the premier way to do that, but Demon Aura Nine Sword Style Asura Blades Drawn Dead Man's Game (OP12-037) and Shimotsuki Kouzaburou (OP12-029) can do the same thing in a pinch.
Kouzuki Hiyori (OP12-028) and Perona (OP12-034) provide the much-needed consistency tools for the deck, searching everything from Cavendish (EB01-012) to Dracule Mihawk (OP12-030). Time and again, searchers are the signpost of a successful archetype, and Zoro gets access to two of them from turn one onwards.
Speaking of Dracule Mihawk (OP12-030), the top-end threat shines in Zoro almost as much as he does in Bonney. Slamming an 8000-power blocker that facilitates a copy of Kuina (OP12-026) or Roronoa Zoro (OP12-036)) on the same turn is a big game, with additional flexibility provided after the eight DON!! turn.
Finally, I'm in love with the flexibility of Luffy Is the Man Who Will Become the King of Pirates!!! (OP12-039). Restanding your Leader a third time leads to some horrific blowouts, but there's no restriction on attacking Leaders applied here. Once the opponent has fallen to two Life, feel free to strap seven DON!! to your Leader and full-send to face. This adaptability to pivot between game plans is a large part of what makes Roronoa Zoro (OP12-020) an appealing Leader in the current format, and I'm hoping that continues long into OP13.
Green/Purple Luffy
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It's easy to forget, but this Leader caused an unbelievable amount of dooming when it arrived in EB02. Monkey.D.Luffy (EB02-010) offers an unparalleled amount of acceleration and explosiveness in exchange for a strict restriction to {Straw Hat Crew} Characters. Thankfully, there's plenty of strong options in that department, allowing you to enjoy a 6000-power Leader and shockingly wide boards for minimal drawback.
Lunatik's Green/Purple Luffy - 1st Place at Lyon Regional Championship
- Monkey.D.Luffy (EB02-010)
- 4 Nami (EB02-017)
- 4 Nami (PRB02-012)
- 4 Uso-Hachi (ST18-001)
- 3 Franky (EB02-037)
- 4 Zoro-Juurou (ST18-004)
- 4 Sanji & Pudding (EB02-035)
- 2 Fra-Nosuke (OP05-070)
- 4 Sanji (OP07-064)
- 3 Monkey.D.Luffy (EB02-061)
- 2 Luffy-Tarou (ST18-005)
- 4 Gum-Gum Giant (OP09-078)
- 3 When You're at Sea You Fight against Pirates!! (OP05-076)
- 3 Demon Aura Nine Sword Style Asura Blades Drawn Dead Man's Game (OP12-037)
- 2 Thunder Bagua (OP01-119)
- 4 Merry Go (EB02-041)
Green/Purple Luffy remains the master of consistency. Between When You're at Sea You Fight against Pirates!! (OP05-076), Nami (EB02-017) and Zoro-Juurou (ST18-004), you'll be able to find just about any tool with a startling level of consistency. This makes situational tools like Fra-Nosuke (OP05-070) and Thunder Bagua (OP01-119) far more appealing — you can easily find them when they're needed, but you're not stuck drawing them in the matchups where you don't.
Nami (PRB02-012) was a huge get for this archetype, providing yet another searcher to tie the room together. Even better, this version has a trigger ability stapled on to score some free incidental value every handful of games. These searcher effects are multiplicative: the more you have, the better they all get. Green/Purple Luffy has reached a stage where it essentially "doesn't miss" anymore.
The early turns often revolve around accelerating your DON!! to free up aggressive activations of your DON!!-hungry abilities. Lunatik's list relies on Franky (EB02-037) for this, but Sanji & Pudding (EB02-035) counts when you're constantly activating Leader. Once you're set up, you'll have all the fuel you need to play and activate powerful top-end threats like Monkey.D.Luffy (EB02-061) and Luffy-Tarou (ST18-005).
Unsurprisingly, Dead Man's Game (OP12-037) is an incredible pickup for this deck too. +3000 counters are already kind of nuts, but Luffy wants to force through opposing blockers and counters once a wide board has been established. Against decks like Jewelry Bonney (OP07-019), it's important to rest the DON!! being held for a Leader activation before you start attacking. Dead Man's Game carries that all-important {Straw Hat Crew} type line too, so it's easy enough to find when you need it. Seems like a 10/10 upgrade to me.
Monkey.D.Luffy (EB02-010) offers both an aggressive approach and gigantic Characters. That's not a mix that comes naturally to any other Leader, nor is it an easy one to counter. Unfortunately, the setup time required leaves you a little soft to the unrelenting aggression of Green Zoro and Red Rayleigh, leaving the deck at the bottom of the top tier for now. I'm excited to see where it lands once things shake up once more.
Closing Thoughts
As the OP12 metagame aged, I found myself enjoying its nuisances more and more. There were many defensible reasons to pick up a Leader of your choice, and we've even seen options like Gecko Moria (OP06-080) and Roronoa Zoro and Sanji (ST12-001) making deep runs at events. I hope this diversity manages to continue as new kingpins of the format arrive in Carrying on His Will (OP13).
But what do you think? Let me know over at @HowlingMines on X (formerly Twitter) or @howlingmines.com over on Bluesky! Alternatively, give my other work here on TCGplayer a peek if you'd like another slice of everything nice about your favorite game.
But until next time. I've been HowlingMines, you've been amazing!
Stay safe out there — and happy gaming!

![Dracule Mihawk [OP01-070] [Reprint] Dracule Mihawk [OP01-070] [Reprint]](/cards/RED01XXOP01070PRB01594314.webp)
![Sanji - OP06-119 [Reprint] Sanji - OP06-119 [Reprint]](/cards/RED01XXOP06119PRB02656165.webp)









![Shanks - ST16-004 [Reprint] Shanks - ST16-004 [Reprint]](/cards/RED01XXST16004PRB02656060.webp)

![Buggy - OP03-008 [Reprint] Buggy - OP03-008 [Reprint]](/cards/RED01XXOP03008PRB02656009.webp)














![Monkey.D.Luffy [Reprint] Monkey.D.Luffy [Reprint]](/cards/RED01XXEB02061PRB02656463.webp)





