< Decklists

One Punch Man Decklists

Green Metal Bat

Calling all heroes! Play a big wall of super heroes that refuse to just go down.

Strengths: Plays a wide board that's sticky, Extra removal.

Weaknesses: Doesn’t cap out high, Doesn't really draw well.

Difficulty: 2/5

Archetype: 4c Defensive Midrange, Trait synergy

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Green Saitama

One shot your opponent with damage 7! Play cards to mill your deck to lower 15c Saitama’s cost, and build up your energy high on board so you can play the overpowered hero to win the game.

Strengths: Setup is very worth being able to one shot your opponent.

Weaknesses: Long setup required, Weak to aggression.

Difficulty: 4/5

Archetype: 5c Mill Ramp Setup, Damage 7

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Red Garou

Mill engine with multi-level buffs to your Garou cards!

Strengths: Low threshold for mill conditions.

Weaknesses: Pretty low payoff for milling.

Difficulty: 2/5

Archetype: 6c Mill Setup

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Red Speed o' Sonic

Attack multiple times by swapping other Sonics from the backline to the front line! Additional buffs can be made to the cards by removing cards from the sideline.

Strengths: Extra attack turns, Line swapping.

Weaknesses: Requires some setup, Mainly reliant on just basic attacking a lot.

Difficulty: 3/5

Archetype: 4c Aggro Combo, Line swapping

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Yellow Esper Sisters

Combo event cards with both sisters to pull off cool effects!

Strengths: Variety of effects on events.

Weaknesses: Low powered combos, Low cap on end board.

Difficulty: 3/5

Archetype: 4c Combo, Event based

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Yellow Saitama & Genos

Beat down your opponent with unrelenting 10k swings with damage 2! Be careful cause you might find Saitama slacking on the job when it's not your turn.

Strengths: Can apply really strong pressure unaffected by effects.

Weaknesses: Has a hard time blocking.

Difficulty: 2/5

Archetype: 5c Midrange Beater

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