In 60 Seconds
- The plan
- ramp to 10 DON!! by your 4th or 5th turn, play the extra-turn Luffy (DON!! -10: your other Characters go to the bottom of your deck, and you take another turn), then refill: your Leader, Luffy's ability, Nico Robin, Thousand Sunny.
- The list
- searchers (Nami, Thousand Sunny), ramp (Mr. 2 Bon Clay, Yamato, Zorojuro), Roronoa Zoro, the 9- and 10-cost Luffys, Nico Robin for the refill, and pure counters. It's in The Deck.

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- Keep or redraw
- a searcher or a ramp card = keep, unless 3 of your 5 cards are pure counters. Neither: mulligan.
- The matchups that matter
- Xebec: our Pro AI wins only 20%, players 41%; lean 2nd.
- Buggy: 68% (players 57%); go 1st.
- Sabo: 49% (players 58%); lean 2nd.
- Top 3 mistakes
- Roronoa Zoro instead of the extra-turn Luffy.
- Spending DON!! before the Luffy.
- Robin before Luffy's ability.
Luffy ST10 in one line: our Pro AI wins 50% of its EB05 games with Luffy ST10 (1,900) and players 48% (1,051), and it wins by taking two turns in a row: the 10-cost Luffy (OP05-119) gives you an extra turn, and Pro played it in 87% of its detailed games, most often on its 4th or 5th turn.
What Is Luffy ST10?
- Ramp to 10 DON!!, then the 10-cost Luffy: DON!! -10 and an extra turn.
- Only 3 Life: every hit matters from turn one.
- Weak spots: Xebec, Law, Luffy OP13 and both Enels.
- The extra-turn Luffy (OP05-119) is a 10-cost 12000. Pro played it in 125 of its 144 detailed games and won 47% of those, against 32% (6 of 19) when it never got it down.
- The ramp is in your bodies: Mr. 2 Bon Clay adds an active DON!!, Yamato a rested one, and Zorojuro an active one every time it attacks (your Leader is always at 3 Life or less).
- The price: your other Characters go to the bottom of your deck, so you're left with the 12000 Luffy, your Leader and what you play next.
- Only 3 Life: 45% of Pro's wins were at 0 Life.
The Deck
- Searchers and ramp: Nami, Thousand Sunny, Mr. 2 Bon Clay, Yamato, Zorojuro.
- The payoff: the extra-turn Luffy, the 9-cost Luffy and Roronoa Zoro.
- Nico Robin refills you after DON!! -10; four kinds of pure counters hold the early game.
The list
| Card | Copies | Its job |
|---|---|---|
| Nami (OP01-016) | 4 | Look at 5 for a Straw Hat Crew card |
| Thousand Sunny (ST31-005) | 4 | Look at 5 for a Straw Hat Crew card; rest it: a rested DON!! on a Luffy |
| Nico Robin (EB05-033) | 4 | With 6+ fewer DON!! than them: draw 3, trash 2, add 4 rested DON!!; a 2000 counter |
| Zorojuro (OP05-067) | 4 | Attacking at 3 Life or less (always): add an active DON!! |
| Yamato (OP17-074) | 4 | 1000 Blocker; adds a rested DON!! |
| Mr. 2 Bon Clay (Bentham) (EB01-061) | 4 | Adds an active DON!! |
| Sanji (ST21-003) | 4 | A 2000 counter; a 6000+ Straw Hat can't be blocked |
| Usohachi (ST18-001) | 4 | A 2000 counter; with 8+ DON!!: rest a cost 5 or less |
| Mamaragan (OP15-078) | 4 | +1000 counter, and draw 1 while you have 6 or fewer DON!! |
| Gum Gum Giant (OP09-078) | 4 | DON!! -2, trash 1: +4000, then draw 2 |
| Roronoa Zoro (EB04-007) | 4 | 7-cost 9000; your Leader +2000 until the end of their next turn |
| Monkey D. Luffy (OP09-119) | 2 | 9-cost 10000; return DON!!: draw 1, and Rush |
| Monkey D. Luffy (OP05-119) | 4 | 10-cost 12000; DON!! -10: an extra turn. Rest 1 DON!!: add an active one |
Mulligans
- Keep a searcher (Nami, Thousand Sunny) or a ramp card (Mr. 2 Bon Clay, Yamato, Zorojuro).
- Not with 3 pure counters (Gum Gum Giant, Usohachi, Sanji, Mamaragan): they do nothing before your big turn.
- Neither: mulligan.
A SEARCHER OR A RAMP CARD = KEEP, UNLESS 3 OF YOUR 5 CARDS ARE PURE COUNTERS. NEITHER = MULLIGAN.
| The hand (same hands played both ways) | Won kept | Won sent back |
|---|---|---|
| A searcher or a ramp card, but 3+ pure counters | 33% | 50% |
| No searcher and no ramp card | 29% | 64% |
- Why: going 1st you have 7 DON!! on your 4th turn and the Luffy costs 10. The ramp cards close the gap; a searcher finds them or the Luffy itself.
- Don't agonize over it: across all 360 same-hand games, always keeping and always redrawing finished within 2 games in 100 (48% and 47%); the rule did 52%.
- Keep: Mr. 2 Bon Clay, Mr. 2 Bon Clay, Nami, Nico Robin, Nami. Mulligan: four Luffys and a Gum Gum Giant: nothing to reach 10 DON!! with.
- Players mulligan more than Pro (36% vs 19%) and won 49% of the hands they kept, 40% of the ones they sent back.
Turn Order: By Matchup
- Our Pro AI wins 52% going 1st and 48% going 2nd; players 46% and 50%.
- Go 1st against Buggy, Law, Kaido, Luffy OP13 and purple Enel.
- Go 2nd against Robin, Luffy & Ace and yellow Enel. The rest is in the table.
- Why 1st often helps: your extra-turn Luffy comes on your 4th or 5th turn either way (59 of 62 games going 1st, 56 of 63 going 2nd), so going 1st lands it a game turn earlier, before their board is up.
- What players do: strong players go 1st 68% of the time they choose (53 of 78).
The Game Plan by DON!!
- Your 1st to 3rd turns: a searcher, then ramp.
- Your 4th or 5th: the extra-turn Luffy with 10 DON!!, then refill.
- The kill: your 5th or 6th turn, the Luffy turn or the one after.
RAMP TO 10 DON!!, PLAY THE EXTRA-TURN LUFFY, THEN REFILL: YOUR LEADER, LUFFY'S ABILITY, ROBIN, THOUSAND SUNNY.
| Your turn | Going 1st | Going 2nd |
|---|---|---|
| 1st | Thousand Sunny or Nami | Nami (67%) or Thousand Sunny (33%) |
| 2nd | Zorojuro (47%), Nami or Yamato; your Leader swings | Mr. 2 Bon Clay (56%) |
| 3rd | Mr. 2 Bon Clay (92%) | Roronoa Zoro (54%) or Yamato (36%) |
| 4th or 5th | The extra-turn Luffy, then refill | The extra-turn Luffy, then refill |
| The extra turn | The 12000 Luffy and your Leader swing; Thousand Sunny, Zoro or Nami | The same |
- Why 10: the Luffy costs 10 and its On Play is DON!! -10. Pro played it with 10 DON!! 107 times in 147, and with 9 plus your Leader's ability (it adds one once you have 8) 39 times.
- Refill the same turn: at 0 DON!! your Leader adds an active one and Luffy's ability another, then Nico Robin (draw 3, trash 2, 4 rested DON!!). Pro used both abilities in 90 of its 125 first Luffy turns and played Robin in 57.
- Luffy's ability before Robin (better 14 times in 17): Robin's cost is your only active DON!!.
- The exception: if your Leader's ability took you from 9 to 10, there's no refill that turn (none of 34 did); the extra turn's DON!! start it.
- Their Life: about 2.3 when your Luffy turn started, about 1.1 when their next turn did; in 24 games of 125 they never got one.
Fundamentals: Countering, Attacking, Closing
- Lean toward countering at 3 and 2 Life: Mamaragan first.
- At 1 Life, lean toward taking it; at 0, counter.
- Attack their Leader: your big swings ask for +4000 or more, and those land 9 times in 10.
| What it takes to stop the attack | Pro's attacks on the Leader | Landed |
|---|---|---|
| A 1000 counter | 50 | 32% |
| +2000 | 153 | 52% |
| +3000 | 229 | 76% |
| +4000 to +6000 | 453 | 89% |
| +7000 or more | 210 | 97% |
- Counter at 3 and 2 Life: countering came out ahead 81 times in 140 at 3 Life and 91 in 166 at 2 Life. Mamaragan first (it draws while you have 6 or fewer DON!!), and before Zorojuro (19 times in 26).
- At 1 Life, lean toward taking it (59 times in 98): your counters are still there for the hit that would end it. At 0 Life, Pro countered 75% of the attacks.
- The Leader: Pro attacked it 9.2 times a game and Characters 2.1 (the Leader won 135 close calls in 201). The 12000 Luffy into a 5000 Leader asks for +8000: all 108 of those landed.
- Zorojuro swings even when it can't land: the attack adds an active DON!!.
- The kill: 48 of Pro's 65 kills came on its 5th or 6th turn: a Luffy Character attacked in 91% of them, your Leader in 82%, Roronoa Zoro in 54%.
Matchups
- Good: Robin (our Pro AI 73%, players 59%), Sugar (69%, 62%) and Buggy (68%, 57%); Luffy & Ace is 75% for our Pro AI but 48% for players.
- Close: Sabo, Shirahoshi, Rosinante and Kaido.
- Against you: Xebec (20%, players 41%), Law (32%, 23%), Luffy OP13 (32%, 25%) and both Enels (19-20%).
XebecPlayers do much better than our AI41%20%
Buggy57%68%
Sabo58%49%
Nico Robin (EB05)59%73%
Trafalgar Law23%32%
Shirahoshi45%54%
Luffy & AcePlayers do much worse than our AI48%75%
Rosinantetoo few games–50%
Kaido44%44%
Sugar62%69%
Luffy (OP13)25%32%
Enel (OP05)too few games–19%
Enel (OP15)too few games–20%
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 | 41% (61) | 44% / 39% | 20% | 18% / 22% | lean 2nd |
| Buggy | 57% (145) | 60% / 54% | 68% | 74% / 62% | 1st |
| Sabo | 58% (74) | 48% / 72% | 49% | 48% / 50% | lean 2nd |
| Nico Robin (EB05) | 59% (74) | 53% / 70% | 73% | 66% / 80% | 2nd |
| Trafalgar Law | 23% (78) | 24% / 22% | 32% | 38% / 26% | 1st |
| Shirahoshi | 45% (60) | 32% / 55% | 54% | 54% / 54% | lean 2nd |
| Luffy & Ace | 48% (31) | - | 75% | 70% / 80% | 2nd |
| Rosinante | - | - | 50% | 52% / 48% | lean 1st |
| Kaido | 44% (39) | 56% / 36% | 44% | 52% / 36% | 1st |
| Sugar | 62% (45) | - | 69% | 70% / 68% | Either |
| Luffy (OP13) | 25% (40) | 26% / 19% | 32% | 40% / 24% | 1st |
| Enel (OP05) | - | - | 19% | 14% / 24% | 2nd |
| Enel (OP15) | - | - | 20% | 28% / 12% | 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. Bold marks where the two are 15 or more points apart.
Xebec (OP17-039)
- Lean 2nd, and expect a hard game: our Pro AI wins only 20% here; players do far better (41%), so it's hard, not lost.
- Stussy (OP17-054) can stop your 12000 Luffy attacking the turn after your extra turn: have a second attacker ready. Rocks Pirates returns a cost 6 or less to your hand: your Zoro (cost 7) is safe.
- Counter at 3 Life (better 5 times in 7); Newgate (OP17-040) is the Character Pro hit most.
Buggy (OP09-042)
- Go 1st (our Pro AI 74% vs 62%; players 60% vs 54%).
- The 10-cost Buggy (OP09-051) puts one of your Characters on the bottom of your deck, your 12000 Luffy included; Gravity Blade Raging Tiger takes two with cost 6 or less.
- Hit the Leader (9.5 attacks a game vs 2.4 on Characters, Alvida first): when Alvida (EB05-021) attacks, one of your Characters loses its effects, so Yamato can't block.
Sabo (OP13-004)
- Lean 2nd: players won 72% going 2nd and 48% going 1st; our Pro AI 50% and 48%.
- Take the hit at 3 Life (better 10 times in 13): it's a race you win with the extra turn.
- Loki (OP17-119) K.O.s your Characters with a total cost of 4 or less. Hit the Character that makes their board big (10 of 17 close calls, on Usopp and their Luffy).
Nico Robin (EB05-010)
Practice vs Nico Robin · Hard AI
- Go 2nd (our Pro AI 80% vs 66%; players 70% vs 53%).
- The Leader, almost only (10.5 attacks a game vs 0.5): the extra turn before Charlotte Linlin lands is your window.
- Megalo (EB04-018) K.O.s a rested Character with 8000 power or less: your 12000 Luffy and 9000 Zoro are safe.
Trafalgar Law (OP14-001)
Practice vs Trafalgar Law · Hard AI
- Go 1st (our Pro AI 38% vs 26%) and counter early: at 3 Life, countering was better 8 times in 9.
- Jewelry Bonney (EB05-001) gives one of your 6000-or-bigger cards -1000, your Leader included; Urouge (OP14-002) K.O.s a 3000-or-less: Nami, Robin, Yamato, Mr. 2 Bon Clay.
Kaido (OP17-058)
- Go 1st (our Pro AI 52% vs 36%; players 56% vs 36%) and race: the extra turn has to land before their 12000s.
- The 10-cost Kaido (OP17-063) K.O.s a cost 6 or less: your Zoro and 12000 Luffy are out of reach. Charlotte Linlin (ST34-004) makes one of your Characters base power 0 on their turn.
Shirahoshi, Luffy & Ace, Luffy OP13 and the Enels
- Shirahoshi: lean 2nd (players 55% vs 32%). Shanks (OP17-022) rests all your Characters; hitting Bird Neptunian beat hitting the Leader 3 times in 4.
- Luffy & Ace: go 2nd. Players win only 48% here, far below our Pro AI's 75%. Their Luffy (ST30-012) rests a Blocker when it attacks; hit it (8 of 12 close calls).
- Luffy OP13: go 1st (our Pro AI 40% vs 24%).
- Yellow Enel: go 2nd and plan one hit more than their Life each turn: their Leader puts a Life card back once a turn, on your turn, the extra turn included.
- Purple Enel: go 1st and counter early (at 2 Life, countering was better 13 times in 15).
The Mistakes That Cost Games
- Roronoa Zoro instead of the extra-turn Luffy.
- Spending DON!! before the Luffy.
- Robin before Luffy's ability.
| The spot | Strong players | What wins |
|---|---|---|
| Going 1st, your 4th turn: Zoro or a Luffy | Zoro on 61% of turns, a Luffy on fewer than 1 in 5 | A Luffy: with 10 DON!! it beat Zoro 26 times in 37 |
| At 10 DON!!: Thousand Sunny or a 1-cost first | Spends a DON!!, so only 9 are active | The Luffy first: better 9 times in 10 |
| The refill: Robin or Luffy's ability first | Robin uses your only active DON!! | Luffy's ability first: better 14 times in 17 |
Cheat Sheet
- Mulligan: a searcher or a ramp card = keep, unless 3 pure counters. Neither: send it back.
- Turn order: 1st against Buggy, Law, Kaido, Luffy OP13 and purple Enel; 2nd against Robin, Luffy & Ace and yellow Enel.
- The curve: a searcher, ramp (Zorojuro, Yamato, Mr. 2 Bon Clay), then the extra-turn Luffy on your 4th or 5th turn with all 10 DON!! active.
- The refill: your Leader, Luffy's ability, Nico Robin, then Thousand Sunny's DON!! on a Luffy.
- Defense: counter at 3 and 2 Life, Mamaragan first; at 1 Life, lean toward taking it. Attack: the Leader, asking for +4000 or more.
Practice It
Play Luffy ST10 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, yellow Enel, Luffy & Ace, red-green Luffy, Shirahoshi, Rosinante, Moria, Sugar and Boa Hancock.
Our Pro AI: its EB05 games, Pro on both sides (updated 10-25); plays, counters and close calls from 144 detailed Pro games; the same-hand test from 360 games played both ways. Players: EB05 ladder games (updated 10-26), farmed games removed; the mistakes from strong players' 167 games.