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Shonen TCG · General

Reviewing
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.
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 through OP12. Entering OP-16, it is Tier 2: strong into midrange and tempo, harder against Purple Enel ramp and Blackbeard Life disruption. The full 50-card list, chain execution, and all six major matchups 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 through the OP12 era. That's not a dominant record, but it's consistent. The players who know the deck reach high finishes with it repeatedly.
In OP-16, the meta is dominated by Purple Enel at roughly 44% meta share, followed by Yellow/Black Blackbeard, Black Yamato, and Green/Blue Luffy. GY Law doesn't match any of them at the raw power ceiling. What it brings is a combo engine that punishes opponents who can't answer a two-or-three-Supernova board in a single defensive response.
Short version for players evaluating the deck now: if you already know it, keep playing it. If you're picking it up fresh, budget two to three weeks for the Life management discipline before you take it to a local.
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: "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."
Three things to internalize before you play a single game.
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.
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.
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. 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: chain into the finisher. Trafalgar Law (OP10-119) is the endgame piece. When played from Life via the leader, it triggers Life replenishment and can fire the leader again in the same turn window. That's the sequence that converts a single leader activation into a two-or-three-Supernova board in one turn.
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.
Vs Purple Enel: The hardest matchup in the current field, and it's not close. Enel's 6-card DON!! deck creates a 14000-power threat from turn 2 and closes games faster than GY Law can set up its chain. Your only real path is building enough blockers to survive until the combo fires. The upside: Enel's compressed DON!! makes his turns predictable. He can't hold much power in reserve, so correct attack reading can buy an extra turn. Plan to lose these more often than not.
Vs Yellow/Black Blackbeard: A race you don't want to be in. Blackbeard's Life disruption pushes cards into the exact zone your combo depends on. Every Life card Blackbeard corrupts is one fewer Supernova you can reliably hit. Complete the chain before the Life setup collapses. For a full breakdown of how Blackbeard plays, the OP-16 Blackbeard deck guide covers the trash mechanic in detail.
Vs Black Yamato: GY Law has genuine play here. Yamato is board-control heavy, but the Supernova chain creates a wide board fast enough that Yamato's removal can't clean everything in one response. Hold the chain piece until you can extend into OP10-119 Law in the same turn window. If Yamato has to answer three characters at once, the removal sequence usually can't cover everything.
Vs Green/Blue Luffy: Even matchup. Both decks want to resolve a mid-game tempo swing and both have the tools to do it. GY Law's burst ceiling in a single turn is slightly higher, but Green/Blue Luffy develops more consistently in turns 1-2. Whoever lands their threat first usually wins.
Vs OP-16 Heart Pirates Law: Surprisingly fine. OP-16 Law targets your DON!! with removal, not your Life. GY Law doesn't depend heavily on DON!! attachment once the combo is running, so that disruption lands softer here than against DON!!-reliant decks. For the opposing deck's perspective, see the OP-16 all 6 leaders explained breakdown.
Vs Purple Sengoku: Moderate matchup. Sengoku's ramp into Three Admirals can outpace the chain in turn count, but GY Law's wide board from the Supernova sequence challenges his removal math. Playing fast enough to threaten before the big Admirals arrive is the line.
GY Law's burst ceiling is highest against board-control decks like Yamato, where the Supernova chain's wide board extension outpaces single-turn 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: Tier 2. The core engine is intact and proven with 18 tournament placings through OP12. Harder into Enel and Blackbeard in the current meta, favorable against midrange and control builds.
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: Completely different leaders and strategies. OP-16 Heart Pirates Law uses DON!! removal as its core mechanic. GY Law uses OP10-022 and the Supernova chain combo. They don't share pieces or game plans.
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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