In 60 Seconds
- The plan
- spend your DON!! on your turn, then end it with a DON!! on your Leader (Thousand Sunny's) and 4-5 active: on their turn each active DON!! you rest is +2000 for that battle. Thousand Sunny or a searcher first, Sanji on your 3rd turn (Usopp on your 2nd going 2nd), Jewelry Bonney and Usopp next, Roronoa Zoro from your 5th. Your Leader swings every turn.
- The list
- 4 each of Thousand Sunny, Monkey D. Garp, Laboon, Charlestone, Usopp, the 4-cost Nami, Jewelry Bonney, Sanji and Roronoa Zoro; 3 each of the 1-cost Nami and Brook; 2 each of Electrical Luna, Megalo, the 6-cost Luffy and the 7-cost Luffy. It's in The Deck.

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- Keep or redraw
- keep Usopp or the 4-cost Nami: kept, those hands won 65%. Thousand Sunny without them: keep, it digs for them (the weaker keep). Neither: send it back.
- The matchups that matter
- Buggy: players won 64%; go 1st, by a lot (75% going 1st, 55% going 2nd).
- Xebec: 24%, your worst; either turn order.
- Nico Robin: 74%; go 1st, by a lot (85% vs 63%).
- Top 3 mistakes
- Ending your turn with the defense off: no DON!! on your Leader.
- Ending your turn with 6 or more active DON!!.
- Going 2nd against Buggy and Nico Robin.
Luffy OP13 in one line: players win 55% of their EB05 games with the red-green Luffy (1,075), and the deck wins on defense: on their turn, every spare active DON!! is a +2000 counter that costs nothing. With it on, the first attack on a strong player's Leader each turn got through only 18% of the time.
What Is Luffy OP13?
- On their turn, each active DON!! you rest gives your Leader +2000, as long as it has a DON!! attached and you have 5 or fewer active.
- Players win 55% with the red-green Luffy (1,075 games): 55% going 1st, 57% going 2nd.
- Weak spots: Xebec (24%), Kaido (25%), yellow Enel (28%), and 4 Life.
- It's free: a DON!! rested on their turn stands up again on yours. No cards, and nothing off your next turn.
- Your engines stand DON!! back up: Usopp 2 at the end of your turn, Sanji 2 when it lands and 1 more at the end of your turn, the 4-cost Nami up to 5 at the end of the turn, Charlestone 3 in the middle of their attack. Thousand Sunny puts the DON!! on your Leader every turn.
- It runs out: it's one pool for their whole turn. The first attack on your Leader each turn got through 18% of the time, the fourth 43%.
- Big hitters beat it: Xebec's and Kaido's 9000s and 12000s need 3-4 DON!! each.
The Deck
- The core: the 4-cost Nami, Zoro, Thousand Sunny, Sanji, Usopp, Jewelry Bonney and Charlestone.
- Usopp, Sanji, the 4-cost Nami and Charlestone stand your DON!! back up; Thousand Sunny puts one on your Leader.
- Bonney, Garp, Laboon and Megalo aren't Straw Hat Crew: your Leader's +2000 can't go to them.
The list
The most played EB05 Luffy OP13 list on MetaHub (16 players' games with this exact list).
| Card | Copies | Its job |
|---|---|---|
| Nami (EB02-017), the 1-cost | 3 | Look at 5 for a Straw Hat Crew card |
| Monkey D. Garp (OP13-016) | 4 | Look at 4 for a card that costs 3 or more |
| Laboon (OP15-035) | 4 | A 2000 counter; rest 2 of your cards to save a 7000-or-less from their removal |
| Thousand Sunny (ST31-005) | 4 | Stage: look at 5 for a Straw Hat Crew card; rest it: a rested DON!! to your Leader |
| Charlestone (OP05-038) | 4 | +4000 counter; trash a card to set 3 DON!! active |
| Electrical Luna (OP08-036) | 2 | Their rested 7-cost-or-less Characters don't stand up next turn |
| Megalo (EB04-018) | 2 | A 2000 counter; K.O. a rested 8000-or-less |
| Usopp (OP14-022) | 4 | 5000; sets 2 DON!! active at the end of your turn |
| Nami (OP14-031), the 4-cost | 4 | Blocker; rest 2 of theirs, and set up to 5 DON!! active at the end of the turn |
| Jewelry Bonney (EB05-001) | 4 | 7000; draw 2, play two 2000-or-less from your hand; -1000 on one of theirs |
| Sanji (OP13-027) | 4 | 7000; sets 2 DON!! active, and 1 more at the end of your turn |
| Monkey D. Luffy (OP13-118), the 6-cost | 2 | 7000 with Double Attack; sets 4 DON!! active |
| Brook (OP15-032) | 3 | 6000; rest one of their cards; trash it: stand up one of yours |
| Roronoa Zoro (EB04-007) | 4 | 9000; your Leader +2000 until the end of their next turn; Rush against Characters |
| Monkey D. Luffy (ST31-004), the 7-cost | 2 | 9000; Rush with 3 given DON!!; -1000 on one of theirs per Straw Hat Crew card |
Mulligans
- Keep Usopp or the 4-cost Nami: kept, those hands won 65%.
- Thousand Sunny alone: keep it, it digs for them, but it's the weaker keep (53%).
- Players send back too many Usopp or 4-cost Nami hands with no Sunny: kept, those won 71%.
USOPP OR THE 4-COST NAMI = KEEP. THOUSAND SUNNY WITHOUT THEM = KEEP, IT DIGS FOR THEM. NEITHER = MULLIGAN.
| The hand | Players keep | Won kept | Won sent back |
|---|---|---|---|
| Usopp or the 4-cost Nami | 50% | 65% | 57% |
| Thousand Sunny, no Usopp or 4-cost Nami | 91% | 53% | 2 of 5 |
| Neither | 39% | 53% | 53% |
- Strong players show the same: their kept Usopp or 4-cost Nami hands won 76%, the mulliganed ones 69%.
- Neither is a lean, not a rule: kept and mulliganed hands both won 53%.
- These are players' own choices, not the same hands played both ways: read them as what works for players, not proof.
- Keep: Monkey D. Garp, Thousand Sunny, the 4-cost Nami, the 4-cost Nami, Usopp. Mulligan: Monkey D. Garp, Sanji, Sanji, the 6-cost Luffy, Roronoa Zoro: no 4-cost, no Sunny, and four cards with no counter.
Turn Order: By Matchup
- Overall it's even: players win 55% going 1st and 57% going 2nd; our Pro AI about 62% both ways.
- Go 1st against Buggy and Nico Robin (by a lot), and Sabo.
- Go 2nd against Kaido and yellow Enel. The rest is in the table.
The Game Plan, Turn by Turn
- Thousand Sunny or a searcher first; Sanji on your 3rd turn (Usopp on your 2nd going 2nd).
- Jewelry Bonney and Usopp next, Roronoa Zoro from your 5th turn.
- End every turn with a DON!! on your Leader and about 4 active DON!!.
| Your turn | Going 1st | Going 2nd |
|---|---|---|
| 1st | Thousand Sunny, or a 1-cost searcher | Thousand Sunny or a 1-cost Nami |
| 2nd | A 1-cost Nami or Thousand Sunny; your Leader attacks | Usopp; your Leader attacks |
| 3rd | Sanji or Jewelry Bonney | Sanji, Jewelry Bonney or the 6-cost Luffy |
| 4th | Jewelry Bonney, Usopp or Sanji | Sanji or Jewelry Bonney |
| 5th+ | Roronoa Zoro | Roronoa Zoro |
- Sanji on 5 DON!! effectively costs 3: it stands 2 DON!! back up when it lands, and 1 more at the end of your turn.
- Zoro makes your Leader a 7000 until the end of their next turn: to attack with, and to defend with before any DON!!.
- Play the 6-cost Luffy before you attack (strong players did in 55 of 61 turns): it stands 4 DON!! back up.
- The kill: of strong players' 119 wins, 97 ended on their 5th to 8th turn, most often their 6th (39).
Fundamentals: The DON!! Defense
- Rest exactly enough: (their power - yours) ÷ 2000, rounded down, + 1. The attacker wins ties.
- If your active DON!! can stop the attack, stop it, at any Life.
- End every turn with a DON!! on your Leader and 4-5 active DON!!. Never 6: the defense switches off.
EACH ACTIVE DON!! = A +2000 COUNTER THAT COSTS NOTHING. IT NEEDS A DON!! ON YOUR LEADER AND 5 OR FEWER ACTIVE DON!!.
| Their attacker vs your 5000 Leader | DON!! to rest | Your Leader becomes |
|---|---|---|
| 5000 or 6000 | 1 | 7000 |
| 7000 or 8000 | 2 | 9000 |
| 9000 or 10000 | 3 | 11000 |
| 11000 or 12000 | 4 | 13000 |
- Strong players rest exactly that many (83% of their 730 rests, never one more). When their DON!! could stop an attack they used them 85% of the time, and not one of those got through.
- Even at 4 Life: when one DON!! was enough, strong players rested it 92% of the time. A hit costs a Life card; the DON!! cost nothing.
- Use Thousand Sunny before your Leader attacks (613 of 622 turns): the same DON!! is +1000 on your attack now and the DON!! x1 for their turn.
- Never 6 active: strong players started 734 of their opponents' turns with 6+ active zero times. If you'd end with 6, spend one more or stand one fewer.
- Counter cards come late: strong players used one on 9% of the attacks on their Leader at 4 Life, 54% at 0 Life. Charlestone is the best: +4000, and it stands 3 DON!! back up.
Matchups
- Good: Luffy ST10 (75% for players), Nico Robin (74%), Law (68%) and Buggy (64%).
- Close: Shirahoshi (56%) and Sabo (55%).
- Against you: Xebec (24%), Kaido (25%) and yellow Enel (28%). Xebec and Kaido hit harder than the defense can cover.
Xebec24%18%
Buggy64%73%
Sabo55%48%
Nico Robin (EB05)74%61%
Trafalgar Law68%60%
Shirahoshi56%66%
Luffy & Acetoo few games–78%
Rosinantetoo few games–59%
Luffy (ST10)75%68%
Kaido25%24%
Sugartoo few games–47%
Enel (OP05)28%25%
Enel (OP15)too few games–77%
Luffy's win % in each matchup: players on the EB05 ranked ladder, and our Pro AI in its own games. The thin line is 50%; past it, Luffy wins more than it loses. Tap a row for the number of games.
| Opponent | Players | Players 1st / 2nd | Our Pro AI | Pro 1st / 2nd | Go |
|---|---|---|---|---|---|
| Xebec | 24% (110) | 25% / 24% | 18% | 18% / 18% | Either |
| Buggy | 64% (122) | 75% / 55% | 73% | 72% / 74% | 1st, by a lot |
| Sabo | 55% (47) | 67% / 42% | 48% | 48% / 48% | 1st |
| Nico Robin (EB05) | 74% (57) | 85% / 63% | 61% | 58% / 64% | 1st, by a lot |
| Trafalgar Law | 68% (78) | 64% / 71% | 60% | 62% / 58% | lean 1st |
| Shirahoshi | 56% (36) | - | 66% | 64% / 68% | lean 2nd |
| Luffy & Ace | - | - | 78% | 76% / 80% | lean 2nd |
| Rosinante | - | - | 59% | 58% / 60% | Either |
| Luffy (ST10) | 75% (40) | 81% / 74% | 68% | 76% / 60% | lean 1st |
| Kaido | 25% (44) | 23% / 35% | 24% | 32% / 16% | 2nd |
| Sugar | - | - | 47% | 48% / 46% | Either |
| Enel (OP05) | 28% (47) | 22% / 35% | 25% | 18% / 32% | 2nd |
| Enel (OP15) | - | - | 77% | 84% / 70% | lean 1st |
Players: EB05 ladder games, every bounty level, with farmed games removed (the same two accounts playing each other 8+ times, one side winning 85%+); '-' under 30 games, or under 15 a side for the split. Our Pro AI: 100 games per matchup.
Buggy (OP09-042)
- Go 1st, by a lot (75% vs 55%). Most of their attacks need 1 DON!! (the Buggy Leader at about 6000); only 13% needed 3 or more.
- The 10-cost Buggy (OP09-051) and Gravity Blade Raging Tiger bottom-deck your Characters: Laboon saves a 7000-or-less (not Zoro) for 2 of your cards rested. Keep a Charlestone for the 10-cost Buggy.
Xebec (OP17-039)
- Your worst, either turn order (players 25% going 1st, 24% going 2nd).
- A quarter of their attacks need 3+ DON!!: Shiki and Edward Newgate at about 9000. Keep Charlestone and your 2000 counters for them, and let the DON!! cover the Leader's 6000s.
- Gloriosa (OP17-046) bottom-decks a 5-cost-or-less (Sanji, Bonney, Usopp, the 4-cost Nami); Laboon can save it.
Nico Robin (EB05-010)
Practice vs Nico Robin · Hard AI
- Go 1st, by a lot (85% vs 63%), though players chose 2nd against her 16 times in 18.
- Her attacks are the smallest here: 83% need just 1 DON!!. Race her Leader. Megalo (EB04-018) K.O.s a rested 8000-or-less: Sanji, Bonney or Usopp after they swing, not Zoro.
Trafalgar Law (OP14-001)
Practice vs Trafalgar Law · Hard AI
- Lean 1st. Two big swings a turn, half of them needing 2 DON!! (Jewelry Bonney's 7000, Urouge). The 9-cost Law (OP14-009), a 10000 with Rush, needs 3: rest the exact number for each.
Sabo, Kaido and yellow Enel
- Sabo (55%): go 1st (67% vs 42%). It swung about 3 times a turn at strong players' Leaders: plan which hits to take at high Life. Loki (OP17-119) K.O.s a total cost of 4 or less.
- Kaido (25%): go 2nd (35% vs 23%). Both 10-cost Kaidos and Charlotte Linlin (ST34-004) are 12000s that need 4 DON!! each.
- Yellow Enel (28%): go 2nd (35% vs 22%).
The Mistakes That Cost Games
- Ending your turn with the defense off: the first attack then got through 69% of the time.
- Ending your turn with 6 or more active DON!!: no defense at all.
- Going 2nd against Buggy and Nico Robin.
| The spot | Players | What it costs |
|---|---|---|
| End your turn with no DON!! on your Leader | Going 2nd, only 62% of strong players' 1st turns ended with one | The first attack got through 69%; with 4+ active DON!!, 7% |
| End your turn with 6+ active DON!! | Strong players: never, in 734 turns | The whole defense: it needs 5 or fewer |
| Against Nico Robin, go 2nd (when choosing) | 16 times in 18 | Go 1st: 85% vs 63% |
| Send back a Usopp or 4-cost Nami hand with no Sunny | Kept only 36% | Kept, those won 71%; sent back, 60% |
- The fix for the first one: going 2nd, play Thousand Sunny with one of your 2 DON!!, rest it to give that DON!! to your Leader, and keep the other active: rested on their first attack, it makes your Leader a 7000.
Cheat Sheet
- The defense: with a DON!! on your Leader and 5 or fewer active, each DON!! you rest on their attack is +2000. Rest exactly (their power - yours) ÷ 2000, rounded down, + 1.
- Set it up every turn: Thousand Sunny's DON!! on your Leader, then end with 4-5 active (Usopp 2, Sanji 1, the 4-cost Nami up to 5). Never 6.
- Use it: if your active DON!! can stop the attack, stop it, even at 4 Life.
- Mulligan: keep Usopp or the 4-cost Nami, with or without Thousand Sunny; Sunny alone too. Neither: send it back.
- Turn order: go 1st against Buggy, Nico Robin and Sabo; 2nd against Kaido and yellow Enel.
Practice It
Play Luffy against our AI, free in your browser at optcgwebsim.com, no download and no account.
Our other EB05 guides: Xebec, Sabo, Buggy, Nico Robin, Trafalgar Law, Kaido, purple Enel, Luffy ST10, yellow Enel, Luffy & Ace, Shirahoshi, Rosinante, Moria, Sugar and Boa Hancock.
Players: EB05 ladder games (updated 10-26), farmed games removed; mulligans from players' 377 hands with a known result; the DON!! defense, plays and kill turns from strong players' 152 games with every decision. Our Pro AI: its EB05 games (updated 10-25).