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Shonen TCG · General

Reviewing
One Piece TCG
TL;DR: OP-16 Akainu deck guide:
OP16-065
OP16-065 + 4x Admiralty (cost reducer) + 3x Kizaru (draw) + Marines. Mulligan for cost reducers/draw. Win by turn 5-6 via removal + damage. Sideboard vs Marco (more removal), Buggy (mill tech). Cost $150-180. Win rate 62%.
OP16-065
OP16-065 Akainu is the Tier 0 deck in OP-16 with a 62% win rate. This guide covers the complete decklist, sideboard tech, mulligan decisions, and turn-by-turn play patterns.
Akainu wins through efficient removal + early tempo. His removal targets any non-leader character <2000 power, covering 95% of opposing creatures. His cost reduction enables turn 2-3 plays. His clock is consistent: 1 damage per turn from turn 3 onward, closing by turn 6.
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TCG Deck Analyst
Former card game tournament organiser turned analyst. Covers One Piece TCG meta, deck efficiency, and card valuation. Builds spreadsheets for decks most people just play.
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One Piece TCG vs Yu-Gi-Oh vs Pokemon: Which Anime TCG
General · 10 min
Leader (1 card):
OP16-065 Akainu: Fleet AdmiralRemoval & Cost Reduction (19 cards):
Marine Supports (16 cards):
Utility & Card Draw (15 cards):
Sample Decklist Breakdown:
| Card | Copies | Cost | Role |
|---|---|---|---|
| Akainu (leader) | 1 | $0 (starter) | Engine |
| Akainu's Admiralty | 4 | $45-60 each | Cost reduction (MANDATORY) |
| Kizaru | 3 | $15-25 each | Draw + pressure |
| Smoker | 2 | $8-15 each | Tempo |
| Marines (mixed) | 16 | $2-8 each | Synergy fillers |
| Draw engines (reprints) | 12 | $2-5 each | Card advantage |
| Total Cost | 51 | $150-180 | Competitive viable |
Turn 1-2: Play cheap Marines, establish board presence. Use cost reducers to enable early Akainu setup.
Turn 3-4: Play Akainu (with Admiralty, costs 4 instead of 7). Start removing opponent's board. Attack leader for 1-2 damage.
Turn 5-6: Kizaru + draw triggers enable resources. Akainu's removal keeps the board empty. Direct leader attacks close the game.
Key Synergies:
Keep Hands With:
Mulligan If:
Example Mulligan Decisions:
Hand 1: Keep (Admiralty, Kizaru, 2 cheap Marines, cost reducer)
Hand 2: Mulligan (3 expensive Marines, Sengoku, 1 cost reducer, zero draw, zero Admiralty)
Hand 3: Keep (Admiralty, generic draw, 1 cheap Marine, Smoker, cost reducer)
Turn 1 (Your first turn; game turn 2):
Goal: Establish cheap board, turn on "if Marines on field" effects.
Turn 2:
Goal: Play Akainu early, start removing opposition.
Turn 3-5:
Goal: Accumulate removal, establish an unkillable board state.
Turn 6+:
Sideboard 15 cards (swap out up to 15 main deck cards between games).
Vs. Marco (40-60 Akainu):
Vs. Buggy (70-30 Akainu):
Vs. Garp (55-45 Akainu):
Mistake 1: Playing Akainu without cost reduction.
Mistake 2: Removing the wrong target.
Mistake 3: Attacking with Akainu when board is unsafe.
Mistake 4: Playing Kizaru too early.
Budget Akainu ($100-120):
Competitive Akainu ($150-180):
Nationals-Ready Akainu ($200-250):
Q: Why is Akainu so strong? A: Removal is efficient (targets <2000 power covers most creatures). Cost reduction (Admiralty) enables turn 2-3 plays. Consistent clock via direct damage. No vulnerability window.
Q: Can I pilot budget Akainu at competitive play? A: Yes, but you lose 5-7% win rate (62% → 55-57% with 2x Admiralty instead of 4x). You're playable at locals; not nationals-ready.
Q: What if I don't have 4 Akainu's Admiralty? A: You can play with 2-3, but you'll struggle to enable Akainu on curve. Buy them or play a different deck.
Q: How long are Akainu games? A: 5-7 minutes. Akainu games are fast (removal + clock win by turn 6-7). Marco games are 10-15 minutes (grindy).
Q: Will Akainu get nerfed in the next set? A: Possibly. No nerfs announced. New meta shifts typically come from new support, not nerfs to existing cards.
5 min read