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Commander Decks

One Piece Commander Deck · 100 Card Proxy MTG EDH (The Grand Line)

100% custom One Piece Magic proxy Commander deck: two crews under one flag, four colours and no white — because white is the World Government, and the whole deck is built against it. Monkey D. Luffy and Trafalgar Law are partner commanders. BOUNTY counters pile up every time you connect with a player, and half the deck reads that number back as raw power, drain and win conditions; GEAR turns a captain into a finisher; HAKI keeps your nineteen legendary pirates switched on. Glint-Eye U/B/R/G, Bracket 4, three infinite combos. Print Yourself at €30 (HD files, free delivery) or printed deck at €150.

30.0099.99
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One Piece Commander Deck · 100 Proxy Cards · MTG EDH · The Grand Line

A fully custom One Piece Magic proxy Commander deck, ready to play straight out of the envelope: 100 proxy cards with original artworks, built around two crews who allied because neither of them can take an Emperor alone. This is a Glint-Eye four-colour (blue / black / red / green) deck led by two partner commanders: Monkey D. Luffy, Future Pirate King and Trafalgar Law, the Surgeon of Death.

Why four colours, and why no white? White is the World Government — the Marines, the Celestial Dragons, the treaty and the flag every island is made to fly — and the whole deck is built against it, so it is the one colour the crew never gets. Red is Luffy, Ace and Sabo, and every promise kept by punching something. Green is Zoro's three swords, Chopper and two years of training nobody watched. Blue is Nami's charts, Franky's engineering, Law's operating room and Robin's archaeology. Black is the bill: Impel Down, the number on the poster, and the people who do not come back from Marineford.

Targeted power level: Bracket 4 — three infinite combos, fast mana, a full tutor package, and a four-colour mana base built to actually cast all of it.

Contents100 proxy cards + 5 tokens
Bracket4 (high power)
CommandersLuffy & Law (partners)
ColorsGlint-Eye — Blue / Black / Red / Green
Languages10 languages to choose from
SetOne Piece — The Grand Line

Deck Strategy

The whole deck is one line from the story: the bigger the bounty, the bigger the pirate.

Bounty is the original mechanic. Whenever one of your pirates deals combat damage to a player it collects bounty counters — a public number, the one the World Government prints on a poster. Bounty counters do nothing on their own. Then half the deck reads them back through the ability word WANTED: Shanks grows with the total bounty on your board, Sabo turns it into raw power, Blackbeard turns every death into another digit, and The One Piece, the Great Treasure simply ends the game once your crew is holding twenty bounty counters. The catch is honest — a bounty is an invitation, and several cards make your most-wanted pirate the one the table has to deal with. The deck is happy about that, because it is also the one holding the trump card.

Gear is the second mechanic, and it is the mana sink that turns a good turn seven into a lethal one. Pay a Gear cost to add a gear counter, and the creature gets strictly better in tiers — GEAR 2 and GEAR 4 static abilities that switch on once the counters are there. Luffy's gears, Zoro's sword styles, Sanji's Diable Jambe, Chopper's Rumble Ball, Carrot's Sulong — a threat the table has to answer before turn eight, and one that survives a board wipe's worth of bad draws.

  • Haki — an ability word live while you control three or more legendary creatures, and with nineteen legendary pirates in the box that is a deckbuilding promise, not a prayer. Four top-end cards carry Conqueror's Haki, which does what it does in the story: everyone who is not strong enough falls over.
  • The whole crew — the Straw Hats (Zoro, Nami, Usopp, Sanji, Chopper, Robin, Franky, Brook, Jinbe) plus Ace, Sabo, Yamato, Carrot and Jinbe's sworn word.
  • The four Emperors and the Warlords — Shanks, Whitebeard, Kaido and Big Mom; Blackbeard, Doflamingo, Crocodile, Hancock and Kuma — cast at the table as the threats they are.
  • The Marines, at full power, never on your side — Garp, Fleet Admiral Sakazuki, Aokiji, Kizaru, Rob Lucci and the empty throne at the top of the world.
  • The ships, the fruit and the treasure — the Thousand Sunny and the Going Merry as legendary Vehicles, the Gum-Gum, Ope-Ope and Flame-Flame Fruit as artifacts your crew eats for permanent upgrades, and Nami's Clima-Tact.
  • Three infinite combos close it: Nami's Clima-Tact + Coup de Burst for infinite mana into Bajrang Gun, Nami, Cat Burglar + Zunesha for infinite Treasure and enters-the-battlefield triggers, and an all-custom loop — Kaido's Immortality + Big Mom's Soul Pocus: the Pocus eats a bountied pirate for three black mana and untaps, Immortality returns it with a fresh bounty counter, and with Wanted Dead or Alive on the board that loop is infinite bounty, which is the game.

Ten legendary and dual-typed islands of the Grand Line (Laugh Tale, Marineford, Sabaody Archipelago, Enies Lobby, Impel Down, Water Seven, Skypiea, Wano, Whole Cake and Zou) sit in a 35-land four-colour mana base, and five tokens — Treasure, Pirate, Beast Pirate, Blue Flame and Sea King — come in the box.

35 lands, built to close around turn five.

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Fan-made proxy — not intended for official tournaments

30.00

All 95 Cards in the One Piece Deck

Every card is also available individually as a single Magic proxy.