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Shonen TCG · General

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One Piece TCG
This OP-16 GY Law deck guide fills a gap that most One Piece TCG content sites leave open. Green/Yellow Law has been one of the format's most technically demanding archetypes since its Royal Blood debut, and almost every existing guide was written for OP11 or OP12. OP-16 EN launched June 12, 2026, and nothing in the core engine broke. What changed is the meta around it, and so far the deck hasn't shown up in it. Not to be confused with the OP-16 Heart Pirates Law build, which runs a different card (OP16-030 Trafalgar Law as a Character, not a leader) in a DON!! manipulation strategy with no overlap with this Supernova combo build.
TL;DR: The OP-16 GY Law deck guide covers Green/Yellow OP10-022 Trafalgar Law, a Supernova combo deck that pre-loads 5-cost characters into Life cards then deploys them for free through the leader trigger. It holds 18 tournament placings including 2 wins, but all of that record is from the OP10 through OP12 era, before OP-16 launched. As of this writing, GY Law does not appear on Limitless TCG's OP-16 meta-share table or onepiece.gg's OP-16 tier list, so treat it as an underdog or rogue pick, not a proven Tier 2 deck, until OP-16 results exist. The full 50-card list, chain execution, and matchup reasoning grounded in the current OP-16 leaders' actual card text are covered below.
GY Law is viable in OP-16. The Supernova combo chain hasn't rotated, the key pieces are legal, and the deck generates tempo bursts that newer players consistently underestimate.
On Limitless One Piece, Green/Yellow Law has 18 tournament placings including 2 outright wins and 233 ranking points, but every one of those results predates OP-16. The most recent placing on record is from a November 2025 regional, played in the OP12 format. That's a real, consistent history for the deck under older rules; it is not evidence of OP-16 viability.
In OP-16, Blue/Yellow Nami still leads current meta share at roughly 23.5%, with Green/Blue Luffy and Purple Enel locked in a near-tie for second at roughly 22.9% and 22.7% respectively, per Limitless TCG's live decks table (checked 2026-08-07; the Luffy/Enel order has flipped at least twice since mid-July, so treat "second place" between those two as inside rounding error rather than a settled ranking). Purple/Yellow Rosinante sits at roughly 9.9%, edging out Black/Yellow Blackbeard at roughly 8.9%. Black Yamato sits around 1.4%, a smaller slice but with real tournament results behind it, including a 13th-place finish at the July 25 Treasure Cup in Peoria, IL. (A different, win-rate-based source puts Enel's win rate closer to 64.6%, which is a separate metric from meta share and shouldn't be read as "44% of the field.") GY Law, by contrast, still does not appear on that meta-share table at all. What it still brings, when it's on the play, is a combo engine that can put a Supernova into play free once per turn on top of whatever you can afford from hand, not the repeated same-turn leader chain an earlier version of this guide described, but that's still a mechanics-based claim, not a tournament-proven one yet.
Short version for players evaluating the deck now: if you already know it, it's still a legal, functional combo deck worth playing for fun or as a rogue pick, just don't expect it to show up in current tier lists. If you're picking it up fresh, budget two to three weeks for the Life management discipline before you take it to a local, and go in knowing you'll largely be piloting it on mechanics and older-format experience rather than current OP-16 matchup data.
OP-17 "The World's Strongest Warriors" lands in Japan on August 22 and reaches EN wide release on August 28, and none of that changes GY Law's legal status: OP10-022 stays a standard-legal leader straight through the transition since rotation, if it ever happens, targets the oldest sets first, not Royal Blood. The open question is whether six new leaders joining the pool make the format faster or slower, since GY Law's whole plan depends on surviving uninterrupted to turn 3 or 4. The OP-17 OP-16 crossover format guide covers how the incoming set is expected to reshape matchups against the current top three decks.
GODEEPER: Before committing to GY Law, check where every OP-16 leader sits. The full tier picture shows which decks GY Law is favored into and which it should avoid. OP-16 Meta Tier List Week 1 →
OP10-022 Trafalgar Law reads: "[DON!! x1] [Activate: Main] [Once Per Turn] If the total cost of your Characters is 5 or more, you may return 1 of your Characters to the owner's hand: Reveal 1 card from the top of your Life cards. If that card is a {Supernovas} type Character card with a cost of 5 or less, you may play that card." Correction (2026-07-27): an earlier version of this guide quoted this ability without the "Once Per Turn" tag and described later cards as able to "fire the leader again" within the same turn. That isn't supported by the real card text; the leader trigger is capped at once per turn, full stop.
Four things to internalize before you play a single game.
It's once per turn. No card in the deck removes that restriction. One leader activation gets you at most one free Supernova from the field-cost-into-Life-reveal line per turn; any additional Supernovas onto the board that turn have to come from your hand at their normal cost, not from a second leader trigger.
It's a conditional trigger, not a free one. Your characters on the field need to total 5 or more combined cost. One 2-cost blocker does nothing. You need a small board first, which is why the early game is entirely about cheap characters.
You return a character to activate, not pay extra cost. You bounce one of your smaller characters, then reveal the top Life card. If it's a Supernova at cost 5 or less, it enters the field free. If it's an Event or a non-Supernova character, nothing happens and you've lost the returned character for no gain.
Life setup is the entire first phase of the game. Turns 1 through 3 aren't about building a combat board. They're about getting Supernovas into your Life cards so that when you start triggering the leader, every reveal hits.
For more on how Life cards function as a resource, the One Piece TCG life cards explained guide covers the mechanic in full detail.
The Life-setup-into-Supernova-chain sequencing is a lot to track in text; it clicks faster watching a real game.
This is the current competitive framework. The base is the list piloted by Bouzyyy to 15th place at the Toronto, ON regional event, reported on Limitless. Cards are grouped by function.
Leader (1):
Low-cost base (builds the cost threshold):
Supernova combo pieces (targeted for Life slots):
Total: 50 cards.
Running multiple Jewelry Bonney versions across three prints and both Capone Bege prints is intentional design. Each print is a different card with a different cost point, giving the deck redundancy in the low-cost base that keeps the leader trigger consistent across varied opening hands.
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The official Bandai deck feature for Green/Yellow Law describes the sequence as: "Prepare by lining up several low-cost Characters, then when the total cost of your Characters reaches 5 or more, activate the leader effect and deploy all the powerful Supernova Characters placed in your Life cards at once."
In practice it breaks into distinct phases.
Turns 1-2: load the Life. Don't try to trigger the leader yet. Play low-cost Characters from your hand, accept combat hits to cycle Life cards into favorable positions, and use search effects to arrange your Life so the top card is a Supernova when you want to trigger. The single biggest mistake first-time GY Law pilots make is blocking every attack in turns 1-2. You're supposed to take some hits here.
Turn 3-4: first trigger. Once your field reaches 5 total cost, activate the leader (once per turn, per the card's own "Once Per Turn" tag). Return your cheapest Character to recover hand size, reveal the top Life card, and play the Supernova free. Cavendish (EB01-012) is the highest-value first hit because his own trigger effect can extend the chain when played from Life.
Turn 4-5: set up the next trigger. Correction (2026-07-27): an earlier version of this guide described Trafalgar Law (OP10-119) as able to "fire the leader again in the same turn window," converting a single activation into "a two-or-three-Supernova board in one turn." The leader's Once Per Turn restriction rules that out. OP10-119's real On Play effect (7-cost, 9000 power, Yellow) is: reveal up to 1 {Supernovas} type Character card from your hand and add it to the top of your Life cards face-down, then give up to 1 rested DON!! card to a {Supernovas} type Leader. Played from Life via the leader trigger, it doesn't extend that same turn's combo; it reloads a fresh Supernova into your Life deck for a future activation and hands your leader a rested DON!!, which helps pay for next turn's [DON!! x1] leader cost. A two-Supernova turn is possible (one leader-triggered free play plus a second Supernova played from hand at its normal cost, if you can afford it), but it's not a chain the leader ability itself repeats.
The chain requires Life management discipline throughout. If you enter it without Supernovas in the correct positions, the reveals miss and you've wasted the tempo. Experienced GY Law players deliberately let attacks through in early turns to cycle Life cards into favorable positions rather than defending every hit.
GODEEPER: The DON!! system shapes how you build toward this combo. Understanding attachment timing tells you exactly when to start the chain without falling behind on board. One Piece TCG DON!! System Explained →
Running four copies each of OP01-047 and OP10-119 Law looks redundant until you understand their different roles. OP01-047 is the early-game piece you play from hand to build toward the 5-cost threshold. OP10-119 is the finisher you want sitting in your Life cards, not your hand. If OP10-119 ends up in hand too early, the endgame piece is in the wrong zone. Four copies of each gives you enough redundancy to recover from those misses.
Hody Jones (OP06-035) raises eyebrows in a Supernova deck. He's not a Supernova and he's never going into Life. What he does is hit cost thresholds cheaply as a filler blocker, letting you reach the 5-total-cost trigger without committing a Supernova piece to the field prematurely. With 14 Supernova pieces in the list, Hody rounds out the cheap base without diluting what you want to see from Life reveals.
Zeus (OP11-106) covers the Yellow side of the Green/Yellow split. He's a counter or DON!! target depending on the game state. Older lists sometimes trimmed him, but the Bouzyyy regional build kept three copies, and that feels correct for OP-16 where you need reach in the Yellow half to survive longer games.
Some older GY Law lists ran Dracule Mihawk (ST12-003) as an alternative chain enabler. Current competitive builds drop him for a tighter Supernova package. If you're on a budget and have Mihawk copies, he's a reasonable placeholder until you get the Cavendish set, but he's not the preferred choice in the updated build.
The 14-piece Supernova package across Bonney, Law, Kid, and Cavendish provides the redundancy the chain needs even when early reveals miss.
A note before this section: GY Law currently has no tournament results in OP-16, so there's no matchup-spread data (win rates per opponent) to draw from anywhere, not on Limitless, not on opmetagame, not in tournament reports. What follows is strategic reasoning built from each opposing leader's actual, verified card text, not asserted win/loss verdicts. Treat it as a framework for how to play each matchup, not a scoreboard.
Vs Purple Enel (OP15-058, current meta share ~22.7%): Enel's leader ability runs on a compressed 6-card DON!! deck. From turn 2 on, once per turn he can set up to 1 DON!! active and 4 more rested, then load up to 4 rested DON!! onto a single Character for a sharp power spike. That matters against GY Law specifically because the plan for turns 1-2 is to deliberately take hits to cycle Life cards into position. Against Enel, an early "free" hit can come from a character carrying several DON!! worth of bonus power instead of a small filler blocker, which makes the take-the-hit plan more expensive than it is against slower decks. There's no OP-16 result to say how this actually plays out yet; go in expecting to pay a real tempo cost for Life setup against this leader.
Vs Black/Yellow Blackbeard (OP16-080, current meta share ~8.9%): Blackbeard's leader text is a defensive attack-redirect, not a Life-attack tool: once per opponent's turn, he may trash a card with [Trigger] from hand to redirect that attack to his Leader or a Blackbeard Pirates Character. That redirect is capped at once per turn. GY Law's leader trigger is also once per turn, so building a genuinely wide board takes more than one turn of activations plus whatever you can afford from hand, not a same-turn burst. Once you do have multiple characters attacking together, Blackbeard's single redirect per turn still can't stop all of them, so a wide board built up over a few turns should push some damage through even against a deck built to absorb single-target aggression. (Earlier drafts of this guide described Blackbeard as disrupting GY Law's Life zone directly, and separately described the chain as landing "two or three Supernovas in a single turn"; neither is supported by the actual card text of Blackbeard's leader ability or GY Law's own leader, which is capped at once per turn.)
Vs Black Yamato (OP16-079, current meta share ~1.4%): Yamato's ability gives Rush to Land of Wano Characters played from the trash, which is a recursion engine built around repeatedly bringing back attackers rather than a one-time board wipe. That's a meaningfully different threat profile than "removal," so GY Law shouldn't expect to out-develop a single defensive response the way it might against a control leader; instead, expect steady, repeated pressure from reanimated attackers across several turns. Whether the Supernova chain's burst outpaces that recursion in practice isn't something either deck has enough OP-16 tournament data to confirm yet.
Vs Green/Blue Luffy (OP16-022, current meta share ~22.9%): Luffy's leader ability only fires when every Character on the field is Impel Down type, once per turn, setting up to 2 DON!! active. That's a real efficiency tool, but it's a self-imposed deckbuilding restriction on Luffy's side rather than something GY Law can play around directly. Luffy is now in a tight three-way race for the top of the format with Blue/Yellow Nami (~23.5%) and Purple Enel (~22.7%) rather than running away with the format on its own, but the gap between those three and everything below them is still wide, so GY Law pilots should expect to see this matchup often at a typical local and understanding the Impel Down curve is still worth doing even without hard matchup data.
Vs the other OP-16 Law cards: Worth a direct clarification here: Trafalgar Law is not a leader in OP-16 at all. The OP-16 Law cards guide covers the two real Character versions: OP16-030 (Green, keeps one opposing rested Character from refreshing) and OP16-068 (Purple, adds a DON!! card from the DON!! deck and is a real include in Purple/Yellow Rosinante). GY Law's own leader trigger is based on total combined Character cost on the field, not on DON!! attachment or refresh timing, so neither OP16-030 nor OP16-068 interacts with the combo condition directly, they simply don't appear in this deck.
Vs Purple Sengoku (OP16-060, current meta share ~0.4%): Sengoku's leader ability requires returning 8 active DON!! to the DON!! deck to play up to 3 differently-named Admiral Characters from hand in one turn. That's a large DON!! investment that takes several turns of banking before it pays off. If GY Law's own Life-setup-into-chain sequence completes before Sengoku accumulates that much active DON!!, the tempo race favors whichever deck finishes its setup first, but again, this is mechanics reasoning, not a result from actual games.
GY Law's ceiling is highest against board-control decks like Yamato, where a Supernova board built up over a few turns of once-per-turn leader triggers can outpace piecemeal removal.
Stop blocking everything in the early game. Every other deck you've played trained you to protect Life cards because Life is precious. In GY Law, taking a calculated hit in turn 1 or 2 cycles your Life cards into position. If you have a Supernova buried three cards deep and your opponent attacks, letting it through to cycle the Life is often the correct call.
Never activate the leader before you've confirmed a Supernova is in a revealable position. Activating blind and whiffing means you returned a character for nothing and handed your opponent tempo. Patience before the first chain activation is the skill separator between new and experienced GY Law pilots.
Count the cost on your field before every leader activation. You need 5 total or higher from Characters on the field. The Character you return is subtracted first, so verify the remaining field still clears the threshold after the bounce. This sounds obvious. New GY Law players still forget it more than you'd expect.
OP10-119 Law is the win condition, not a hand card. If it ends up in your hand and you don't need it for cost threshold right now, hold it until you can let it reach Life through combat or search, then retrieve it through the chain. Playing it from hand wastes the second half of what makes the card worth four copies.
Don't cut Jewelry Bonney copies to save money on budget builds. The twelve Bonney cards across three prints are what make the low-cost base consistent enough to trigger the leader on schedule. Cutting Bonneys makes the deck awkward in turns 1-2 and pushes the first chain back by a full turn on average.
Q: What does GY mean in One Piece TCG? A: GY stands for Green/Yellow, the two ink colors of the OP10-022 Trafalgar Law deck. It's community shorthand that distinguishes this Supernova-combo archetype from other Law leaders in the card pool.
Q: What leader does GY Law use? A: OP10-022 Trafalgar Law from the Royal Blood set. 5000 power, 4 Life, Heart Pirates/Supernova/Dressrosa types. His leader ability triggers when your total character cost on the field reaches 5 or more.
Q: What is the GY Law combo? A: Total Character cost of 5 or more on your field, return 1 Character, reveal top Life card. If it's a Supernova at cost 5 or less, play it free. Pre-load Supernovas into Life during turns 1-2 so reveals hit reliably.
Q: Is GY Law good in OP-16? A: It has no current OP-16 tournament representation. GY Law doesn't appear on Limitless's OP-16 meta-share table or onepiece.gg's tier list; its 18 placings and 2 wins are all from OP10-OP12. The engine is legal and functional, but it's an underdog or rogue pick right now, not a verified tier placement.
Q: What are the key cards in GY Law? A: OP10-119 Law (finisher), EB01-012 Cavendish (chain enabler), OP10-111 Luffy (free-play target), OP10-107 Bonney (consistency), OP10-103 Capone Bege (low-cost base).
Q: How does GY Law differ from the OP-16 Heart Pirates Law deck? A: Trafalgar Law isn't a leader in OP-16 at all; the confirmed OP-16 leaders are Ace, Luffy, Buggy, Sengoku, Yamato, and Blackbeard. The Heart Pirates build runs OP16-030 Law as a Character with DON!! removal. GY Law uses the separate OP10-022 leader and the Supernova chain combo. They share a name and nothing else.
Q: When should I activate the GY Law leader? A: After turns 1-2 of Life setup, once you have at least one confirmed Supernova in a revealable Life position. Activating before Life setup is complete wastes the returned character and hands your opponent tempo.
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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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