OPTCG WEB SIMONE PIECE TCG · by METAHUBMembershipPlay free
Chapters
  1. 60sIn 60 seconds
  2. Chapter 0What Is Yellow Enel?
  3. Chapter 1The Deck
  4. Chapter 2Mulligans
  5. Chapter 3Turn Order: Go 2nd
  6. Chapter 4The Game Plan by DON!!
  7. Chapter 5Fundamentals: Countering, Attacking, Closing
  8. Chapter 6Matchups
    1. Xebec
    2. Buggy
    3. Sabo
    4. Nico Robin
    5. Kaido
    6. The rest
  9. Chapter 7The Mistakes That Cost Games
  10. Chapter 8Cheat Sheet
  11. Chapter 9Practice It

Yellow Enel EB05 Guide

How to play yellow Enel (OP05-098) in EB05, from our Pro AI's games and players' EB05 games: the list, the keep rule, turn order, the long-game plan, every main matchup and the mistakes that cost games.

In 60 Seconds

The plan
survive to Charlotte Linlin. Take the cheap hits (your Life comes back), add Life, and from your 5th turn build the 8000 board: with Linlin out, your 4000 Trigger Characters are 8000s on your turn.
The list
Streusen and Charlotte Pudding to dig and draw, Zeus for removal, the 4000 Trigger Characters, Borsalino, Marshall D. Teach, Charlotte Linlin and the 10-cost Enel. It's in The Deck.
  • 1 Enel
  • 4 Streusen4
  • 4 Zeus4
  • 4 Charlotte Daifuku4
  • 4 Charlotte Pudding4
  • 4 Charlotte Oven4
  • 4 Borsalino4
  • 4 Charlotte Smoothie4
  • 4 The 3 Sweet Commanders4
  • 4 Marshall D. Teach4
  • 4 Charlotte Linlin4
  • 2 Enel2
  • 4 You're the one who should disappear!4
  • 4 Charlotte Pudding!!4
Keep or redraw
Charlotte Linlin or Marshall D. Teach = keep. Neither: mulligan.
The matchups that matter
  1. Xebec: our Pro AI wins 34%, players 34%; go 2nd.
  2. Buggy: 37% (players 32%); lean 2nd.
  3. Sabo: 35%; go 2nd.
Top 3 mistakes
  1. Countering at 1 Life.
  2. Passing with Charlotte Pudding!! in hand.
  3. Spending Zeus early.

Yellow Enel in one line: our Pro AI wins 62% of its EB05 games with yellow Enel (1,900) and players 56% (361), and it wins late: in our Pro AI's games, 71% of the ones that went past turn 16 were wins, against 18% of those that ended by turn 10.

What Is Yellow Enel?

In short
  • A long-game Big Mom Pirates deck built around Life.
  • Your Leader: the first time you reach 0 Life on their turn, the top card of your deck goes back on your Life (you trash a card from your hand).
  • Weak spots: the fast, wide decks (Xebec, Buggy, Sabo) and Kaido.
  • Your Life keeps coming back: Charlotte Smoothie, The 3 Sweet Commanders, Borsalino, Teach and Linlin add Life, and your 4000 Trigger Characters (Daifuku, Oven, Smoothie, The 3 Sweet Commanders) play themselves for free when they come off your Life.
  • Charlotte Linlin makes those 4000s 8000s on your turn. On their turn they're 4000s again: that's what Charlotte Oven's On K.O. and Charlotte Pudding!! are for.
  • It's slow: Pro won 18% of its yellow Enel games that ended by turn 10 and 39% of those on turns 11-12.

The Deck

In short
  • Dig and draw: Streusen, Charlotte Pudding (OP17-109) and Charlotte Pudding!!.
  • Removal: Zeus (a Life card for a K.O. on a cost 5 or less) and Teach's Trigger.
  • The finishers: Charlotte Linlin and Marshall D. Teach, 8 of your 50 cards.

The list

CardCopiesIts job
Streusen (OP17-113)41-cost; look at 3 for a Big Mom Pirates card; a 2000 counter
Zeus (OP11-106)4Take a Life card into your hand: K.O. a cost 5 or less; a 2000 counter
Charlotte Pudding (OP17-109)43-cost 4000; trash a Trigger card: draw 3
Charlotte Daifuku (OP17-107)44000, a 2000 counter; Trigger: play it
Charlotte Oven (OP17-102)44000; On K.O.: play a 4000 or less from your Trash; Trigger: play it
Borsalino (EB04-058)46000 Blocker; at 2 Life or less, add a Life card
Charlotte Smoothie (OP17-106)44000; on your turn, rest 2 DON!!: add a Life card, they trash 1; Trigger: play it
The 3 Sweet Commanders (OP17-114)44000; on your turn, rest 2 DON!!: draw 1, add a Life card, -3000 on two of theirs; Trigger: play it
Marshall D. Teach (OP16-119)48-cost 10000: one of your top 3 goes on your Life; Trigger: switch off and K.O. a cost 5 or less
Charlotte Linlin (OP17-112)410-cost 12000: your 4000 Trigger Characters are 8000s on your turn; draw 1, then a Life card for you or their top Life card to their hand
Enel (EB02-052)210-cost 11000 with Rush; attacking, trash 1: at 1 Life or less add a Life card, and +1000
You're the one who should disappear! (OP06-115)4Counter: trash 1, +3000; Trigger: at 0 Life, add a Life card
Charlotte Pudding!! (EB05-059)41-cost: draw 1; your 4000 Big Mom Pirates can't be K.O.'d in battle through their next turn

Mulligans

In short
  • Keep Charlotte Linlin or Marshall D. Teach: same hands played both ways won 58% kept, 52% sent back.
  • Neither: mulligan (53% kept, 63% sent back).
  • Your Trigger Characters are better in your Life than in your hand.
CHARLOTTE LINLIN OR MARSHALL D. TEACH = KEEP. NEITHER = MULLIGAN.
  • This isn't Pro's habit: Pro keeps every hand with Charlotte Pudding (OP17-109) and sends back most others (65% of its hands), but the same-hand test gives Pudding hands no edge kept. Over 360 games played both ways, the rule did 60% and Pro's own choices 55%.
  • Why Linlin and Teach: they're your finishers and your Life engine. Everything else you find on the way: Streusen digs, the Puddings draw.
  • Keep: Zeus, Marshall D. Teach, Charlotte Pudding!!, Charlotte Pudding, Charlotte Oven. Mulligan: Charlotte Pudding, Zeus, Charlotte Daifuku, Charlotte Daifuku, Charlotte Oven: a fine curve, but no Linlin or Teach.

Turn Order: Go 2nd

In short
  • Our Pro AI wins 69% going 2nd and 55% going 1st; players 60% and 51%.
  • Go 2nd against almost everyone (a lean against Buggy and purple Enel).
  • The exception: Law, go 1st (86% vs 76%).
  • Why: you're the long-game deck. Going 2nd gives you the extra card and one more DON!! every turn, and you won only 18% of the games that ended by turn 10.
  • What players do: strong players went 2nd in 18 of the 22 games where they chose.

The Game Plan by DON!!

In short
  • Survive, add Life and dig: Streusen, Charlotte Pudding, Borsalino, Teach.
  • Charlotte Linlin on your 5th turn going 2nd (your 6th going 1st).
  • Then the 8000 board. The kill comes on your 6th to 11th turn, most often the 8th.
Your turn (going 2nd)The play
1st (2 DON!!)Streusen (43%): look at 3 for a Big Mom Pirates card
2nd (4 DON!!)Charlotte Pudding (OP17-109) (68%): trash a Trigger card, draw 3
3rd (6 DON!!)Borsalino (49%)
4th (8 DON!!)Marshall D. Teach (62%): one of the top 3 on your Life
5th (10 DON!!)Charlotte Linlin (78%)
  • Going 1st, everything comes a turn later: Charlotte Oven (47%) on your 3rd turn, Charlotte Smoothie (53%) on your 4th, Teach (41%) or The 3 Sweet Commanders (31%) on your 5th, Linlin (64%) on your 6th.
  • Then the 8000 board: Pro's Character attacks went from about 0.5 a turn before Linlin to about 2 a turn after.
  • Charlotte Pudding!! before you pass: with spare DON!!, playing it beat ending the turn 45 times in 61.
  • On 10 DON!!, your Leader's swing before The 3 Sweet Commanders (better 21 times in 29).
  • The kill: 63 of Pro's 65 kills came on its 6th to 11th turn; Linlin attacked in 54 of them.

Fundamentals: Countering, Attacking, Closing

In short
  • Take the hits: your Life comes back. At 1 Life, take it.
  • Counter at 0 Life: the refill is once a turn.
  • Mostly the Leader. With Linlin out, your 8000s ask for +4000.
TAKE THE HITS. YOUR LIFE COMES BACK. COUNTER AT 0 LIFE.
  • Why: a Life card comes to your hand as a card, a Trigger Character plays itself, and on their turn your Leader puts a Life card back the first time you reach 0. Pro countered only 4% of the attacks at 4 Life and 11% at 3 Life.
  • At 1 Life, take it (better 170 times in 270): you go to 0, your Leader refills you to 1, and your counter is still there for the next hit. At 0 Life, Pro countered 73% of the attacks.
  • From 4 Life down to 2, it's a coin flip: counter when the hit would set up their kill.
  • The Leader: 9.3 attacks a game and 4.6 on Characters (the Leader won 114 close calls in 187). Against Sabo, hit its board.
  • Your 8000s ask for +4000, and 92% of those landed. Your 5000 Leader into a 5000 asks for a 1000 counter and lands about half the time: each one still costs them a card.

Matchups

In short
  • Good: Shirahoshi (our Pro AI 82%), Law and Luffy ST10 (81%), Luffy OP13 (75%, players 72%), purple Enel (73%), Sugar (69%) and Rosinante (67%).
  • Close: Robin (47%) and Luffy & Ace (40%).
  • Against you: Kaido (23%), Xebec (34%, players 34%), Sabo (35%) and Buggy (37%, players 32%).
How Enel does against each deckPlayersOur Pro AI
  1. Xebec34%34%
  2. Buggy32%37%
  3. Sabotoo few games–35%
  4. Nico Robin (EB05)too few games–47%
  5. Trafalgar Lawtoo few games–81%
  6. Shirahoshitoo few games–82%
  7. Luffy & Acetoo few games–40%
  8. Rosinantetoo few games–67%
  9. Luffy (ST10)too few games–81%
  10. Kaidotoo few games–23%
  11. Sugartoo few games–69%
  12. Luffy (OP13)72%75%
  13. Enel (OP15)too few games–73%

Enel'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, Enel wins more than it loses. Tap a row for the number of games.

OpponentPlayersPlayers 1st / 2ndOur Pro AIPro 1st / 2ndGo
Xebec34% (35)-34%22% / 46%2nd
Buggy32% (34)-37%34% / 40%lean 2nd
Sabo--35%16% / 54%2nd
Nico Robin (EB05)--47%38% / 56%2nd
Trafalgar Law--81%86% / 76%1st
Shirahoshi--82%74% / 90%2nd
Luffy & Ace--40%32% / 48%2nd
Rosinante--67%58% / 76%2nd
Luffy (ST10)--81%76% / 86%2nd
Kaido--23%18% / 28%2nd
Sugar--69%62% / 76%2nd
Luffy (OP13)72% (47)65% / 78%75%68% / 82%2nd
Enel (OP15)--73%70% / 76%lean 2nd

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. Yellow Enel is still rare on the ladder (361 games), so most rows have no players' number yet. Our Pro AI: 100 games per matchup.

Xebec (OP17-039)

Practice vs Xebec · Hard AI

  • Go 2nd (our Pro AI 46% vs 22%) and get to the long game: before Linlin, your attacks mostly cost them cards (about 8 free counters a game), not Life.
  • Gloriosa (OP17-046) puts a cost 5 or less on the bottom of your deck: every 4000 you have except The 3 Sweet Commanders. Rocks Pirates returns a cost 6 or less; Linlin and Teach are safe.
  • At 1 Life, take it (better 15 times in 21); late, block with Borsalino (better 5 times in 7).

Buggy (OP09-042)

Practice vs Buggy · Hard AI

  • Lean 2nd (our Pro AI 40% vs 34%) and survive to Linlin.
  • Counter earlier than usual: at 3 Life countering was better 6 times in 8, at 2 Life 6 in 10.
  • Crocodile & Mihawk (ST25-003) has them trash a card instead when your effect would remove a Cross Guild Character, so Zeus's K.O. won't stick. Alvida switches off Borsalino's Blocker when it attacks.

Sabo (OP13-004)

Practice vs Sabo · Hard AI

  • Go 2nd (our Pro AI 54% vs 16%).
  • Hit their board (5.9 attacks a game on Characters vs 2.9 on the Leader): Saul and Ripley count as cost 16, out of Zeus's and Teach's reach, and power up every 2-cost.
  • Loki (OP17-119) K.O.s your Characters with a total cost of 4 or less: Streusen, Zeus, a Daifuku or a Pudding.

Nico Robin (EB05-010)

Practice vs Nico Robin · Hard AI

  • Go 2nd (our Pro AI 56% vs 38%).
  • The long game isn't yours here: both decks build 4000 Trigger boards under Linlin and add Life, and Megalo (EB04-018) K.O.s your rested 4000s on their turn.
  • At 1 Life, take it (better 28 times in 35).

Kaido (OP17-058)

Practice vs Kaido · Hard AI

  • Your worst matchup: go 2nd (our Pro AI 28% vs 18%). Kaido ramps to a 12000 on its 4th turn; your Life and your board have to outlast it.
  • Their 10-cost Kaido (OP17-063) K.O.s a cost 6 or less the turn it lands (any of your 4000s, or Borsalino); their Charlotte Linlin (ST34-004) makes one of yours base power 0.
  • At 2 Life, take it (better 13 times in 19).

The rest

  • Law: go 1st (our Pro AI 86% vs 76%). Jewelry Bonney is the Character to hit, and at 2 Life take the hit (better 11 times in 13).
  • Shirahoshi, Luffy ST10 and Rosinante: go 2nd and take hits: against Shirahoshi, Pro won with 2.6 Life left on average.
  • Luffy & Ace: go 2nd (our Pro AI 48% vs 32%); survive their fast start. Their Luffy (ST30-012) rests Borsalino when it attacks.
  • Purple Enel: lean 2nd, and counter at 2 Life (better 16 times in 27): their Double Attacks take 2 Life a hit. Zeus and Teach can't touch their Enel (OP15-118).
  • Luffy OP13 and Sugar: go 2nd.

The Mistakes That Cost Games

In short
  • Countering at 1 Life.
  • Passing with Charlotte Pudding!! in hand.
  • Spending Zeus early.
The spotThe mistakeWhat wins
1 Life, their first attackCountering itTake it: better 170 times in 270
Spare DON!!, Charlotte Pudding!! in handEnding the turnPlay it: better 45 times in 61
Your 3rd turn, 5 DON!!Zeus on a small CharacterA DON!! on your Leader's attack: better 13 times in 16
A hand without Linlin or TeachKeeping itSend it back: 63% won sent back, 53% kept

Cheat Sheet

  • Mulligan: Charlotte Linlin or Marshall D. Teach = keep. Neither: send it back.
  • Turn order: go 2nd; the exception is Law (go 1st).
  • The curve (going 2nd): Streusen, Charlotte Pudding, Borsalino, Teach, Charlotte Linlin on your 5th turn; then keep adding Life.
  • Defense: take the hits; at 1 Life take it; at 0, counter. Play Charlotte Pudding!! before you pass.
  • Attack: mostly the Leader (their board against Sabo). The kill: your 6th to 11th turn, with Linlin.

Practice It

Play yellow Enel 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, 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.

Enel: its top lists card by card

Play vs Hard AIPlay vs Medium AI