OP-17 Shanks Deck List: Best Early Build & How to Play Green Shanks
- Gregory Thornberry
- 3 hours ago
- 4 min read
Green Shanks OP17-020 is shaping up to be one of the more interesting new Leaders in One Piece Card Game OP-17: The World’s Strongest Warriors.
The basic idea is wonderfully annoying: rest an opponent’s Character, keep it from becoming active again, and slowly take control of the board while building toward some very large Shanks cards.
Players are already testing different OP17 Shanks deck lists, but there is not a tournament-proven “best” build yet. The list below comes from one of the more developed pre-release simulator builds we found, with a full 50-card deck and actual gameplay behind it. The creator also makes clear that this is still an early version that could change as more competitive testing happens.
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Early One Piece OP-17 Green Shanks Deck List
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How Does OP17-020 Shanks Work?
Shanks is a 5000-power, 5-Life Green Leader built around locking down rested Characters. Once per turn, you can either trash a card from your hand or rest one DON!! to choose a rested opposing Character and prevent it from becoming active during the opponent’s next Refresh Phase.
That means the deck does not simply want to rest things. It wants to rest important things and then make sure they stay sideways.
Lucky Roux is a great example. It searches the top three cards for Red-Haired Pirates support, then can later trash itself when the opponent attacks to rest one of their Leader or Characters. That can give Shanks a target to lock down before the Character ever gets a chance to attack.
Yasopp pushes the plan further. On play, Yasopp draws a card and rests an opposing Character costing 8 or less, then can set one of your Red-Haired Pirates Characters active at the end of the turn.
Then comes Benn.Beckman.
Beckman is a 7-cost, 9000-power Character that can attack Characters immediately. His On Play effect draws a card and rests up to two opposing Characters when you have a Red-Haired Pirates Leader.
That creates the kind of turn this deck wants:
Play Beckman → rest two Characters → attack the board → freeze whichever threat survives.
Pretty rude. Also pretty effective.
The Big Finisher: Shanks OP17-022
Eventually the deck wants to reach Shanks OP17-022, and this card is a monster.
The new Shanks costs 10 DON!!, has 12000 power and Rush. On play, he sets up to two DON!! as active and then rests all of your opponent’s Characters.
That interaction with the Leader is the fun part.
You can spend all 10 DON!! on Shanks, recover two DON!! through his On Play ability, and then use one of those DON!! to activate your Leader and freeze one of the Characters you just rested.
Depending on the board, OP17-022 can either become a huge Rush finisher or completely swing control of the board in your favor.
The simulator build actually prefers going second partly because it wants to reach that 10-DON!! turn as quickly as possible. Its ideal curve is roughly searcher into Lucky Roux, Yasopp, Benn.Beckman and finally Shanks.
What Are Players Still Changing?
This is where I would be careful about calling any current list definitive.
Some early players are leaning heavily into the new Red-Haired Pirates package. Others think Green Shanks should borrow more from the existing Green/Slash card pool.
Perona OP12-034 is one of the most frequently discussed possibilities because she can search Slash Characters and Green Events. Players are also discussing cards such as OP13 Trafalgar Law, ST16 Shanks and Green Smoker as possible additions.
Another debate is how many high-cost cards Shanks can realistically handle.
Those zero-Counter cards can make defensive hands awkward, but Shanks also has the unusual advantage of being able to discard unwanted cards to pay for his Leader ability. Recent deck-testing discussion is already split over exactly how many “bricks” the deck can safely run.
The going-first curve is another unresolved issue. The simulator build has strong plays at 1, 4, 5, 7, 9 and 10 DON!!, but its 3-DON!! turn can feel awkward. The creator was already considering outside cards to smooth that part of the curve.
Is This the Best OP-17 Shanks Deck?
Not yet, because there really isn’t a proven best OP-17 Shanks deck yet.
What we have is a legitimate early 50-card build with simulator testing behind it, plus an increasingly active community experimenting with Red-Haired Pirates, Slash support, different Shanks ratios and alternate curve options. Recent players are still debating whether maximizing Yasopp and Benn.Beckman is better than bringing in more established Green/Slash cards.
For now, though, the basic Green Shanks strategy looks pretty clear:
Rest their Characters. Keep the important ones rested. Take control of the board. Then drop a 12000-power Shanks and make the opponent deal with it.






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