One Piece Card Game – The 10 Best Straw Hat Pirates Cards

As the protagonists of the series, Straw Hat Crew has the most amount of cards in the One Piece Card Game. The archetype started out in OP-01 Romance Dawn by only being found as red cards, except for OP-01 Jinbe, which was the only blue Straw Hat Crew card.
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PostsSince the first set, the Straw Hats have found their way into every other color in the game, adding plenty of your favorite characters to any deck and endless opportunities for deck building as new multicolored leaders are introduced. With an archetype so generic as this, the Straw Hat Crew is bound to stay relevant through every set.
10 Gum-Gum King Kong Gun
This card is one of the most powerful events you can include in your Rebecca deck. Although it is locked to a Dressrosa character only, the power buff and double attack that it can give your Bounceman Luffy is too strong.
Effectively doubling your DON!! output, Luffy can attack twice with a double attack and a whopping 16,000 power. Your opponent will have no chance to stop this attack, so if you want to try something cheeky, you can include it in your Garp deck to surprise your opponent.
9 Monkey.D.Luffy (Bounceman)
It has a low cost compared to others in the category, but this boss monster can pack a punch. Luffy’s effect can switch him back to active if you return seven cards from your trash to the bottom of your deck.
It might seem like a huge cost for another 7,000 power attack, especially since he won’t be able to refresh the following turn, but this card can attack active characters. Combined with Corrida Colisseum, Bounceman can clear out any board that your opponent sets up.
8 Monkey.D.Luffy (Starter Deck)
The Luffy found in the very first starter deck is still a staple for one of the best decks in the game, Trafalgar Law. With the rush keyword and not being able to be blocked when attacking with two DON!! equipped, this Luffy card makes for a perfect target to shambles in with Law’s leader ability.
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PostsBeing such a flexible card, Luffy can be included in most red decks as a great five DON!! turn play, or even as a boss monster if your deck tends to play low-cost cards, like Zoro.
7 Roronoa Zoro (OP-01)
Just like the rush Luffy card, this Roronoa Zoro plays the same role, but at a much lower cost. This card doesn’t have the ability that Luffy has, but with a three DON!! cost and a 5,000 power stat line Zoro is one of the most efficient cards when it comes to damage per cost value.
Since most leaders in the game have a base of 5,000 power, the minimum power value that you’ll need your characters to have to deal damage is exactly that.
6 Gum-Gum Jet Pistol
Hard removal will always be good in any card game. While not as strong as cards like Lorcana’s Dragon Fire or Digimon Card Game’s Gaia Force, Gum-Gum Jet Pistol’s threshold of 6,000 power for its K.O. effect spans a solid amount of cards in the game.
Even though the 6,000 power limit that Jet Pistol places might feel a bit restrictive, a huge part of Red’s game plan is reducing your opponent’s attack power. With cards like OP-01 Otama or the promo Gordon card, you can K.O. up to a 9,000-power attacker.
5 Nami (OP-02)
At first, FILM-type cards seemed a bit restrictive, and there was a FILM leader in one of the starter decks, but it was purple, meaning it couldn’t play any of the green FILM cards in OP-02. However, as people began experimenting, players quickly realized that a full-on FILM Eustass Kid deck was possible and quite competent.
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PostsThis Nami card alone is what makes the FILM package of cards so great. Most searcher cards cost either one or two DON!! to search your deck, but Nami’s three DON!! cost can be justified by her incredible stat line and ability to search when she attacks as well.
4 Guard Point
Countering attacks is just as important as dealing damage in the One Piece Card Game. Using the counter value on your character cards can defend your life efficiently, but you risk losing a character that you could be playing in future turns.
Guard Point is one of the better counter-cards in the game. For a single DON!! card you can block a 7,000-power attack, which is quite common in the game. The value of this card multiplies if you’re playing Edward Newgate, allowing you to block an 11,000 power attack if you played nine-cost Whitebeard the turn before.
3 Gum-Gum Red Roc
Before OP-04 Kingdoms Of Intrigue, decks revolved around getting to their more than 10,000 power characters as fast as possible, and it became quite hard to deal with them. With the release of Gum-Gum Red Roc, those problematic cards are removed from the board and never to be seen again in the game.
Red Roc can send any character to the bottom of the owner’s deck. This card can be extremely effective for decks that cannot attack with big numbers like Rebecca or Doflamingo.
2 Radical Beam!!
There is a reason why this card was limited to one copy per deck in the Western version of the game. With some of the most powerful leaders in the game being capped at four life cards, getting to the two or less restriction of Radical Beam!! can be a breeze.
A 4,000 power boost in the counter phase can save you in a pickle if you are about to lose the game and, at a mere one DON!! cost, it’s almost a given why players were playing this instead of Guard Point until the eventual restriction.
1 Nami (OP-01)
What’s better than any Straw Hat Crew card? A card that can find you any of them at any point in the game, of course! Nami’s the main searcher card for the archetype. Even though there was another Straw Hat searcher card printed that also cost one DON!!, that card was only able to search characters.
Need a Zoro with rush to finish the game? Play Nami. Need a Radical Beam!! because you’re expecting big damage next turn? Play Nami. You get it. Hands down the best rare in OP-01 and a must-have for any Straw Hat player.
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