Leader Enel · OP15-058 · 5000 Power · 5 Life
by Bobandis6 · Standard · 50 / 50 cards · Updated Sep 15, 2026
The Warden approves this deck
A relentless Purple Enel deck that recycles DON!!, controls the board with lightning events, and finishes opponents with Rush and Double Attack pressure.
Six DON!!, Endless Thunder is a Purple Enel deck built around constant pressure, efficient events, and getting several uses out of the same DON!!. Cheap characters establish your board, lightning events disrupt your opponent, and Enel turns small attackers into serious threats. The goal is to keep developing your position while forcing your opponent to spend cards defending theirs. This guide covers your exact 27-character, 23-event list. The mulligan priorities and play patterns below are my recommendations for that build. Your game plan is to establish attackers, control the opponent’s strongest threats, and turn that advantage into damage. Enel limits your DON!! deck to six cards. Starting on your second turn, his ability can bring back one active DON!! and up to four rested DON!!, then attach up to four rested DON!! to a single character. That makes returning DON!! for effects a resource you can manage aggressively. The attachment can also use rested DON!! already on your field. Enel’s effect 1. Open with cheap characters and improve your hand. Ohm, Satori, and Charlotte Pudding are useful opening plays. They establish a character while helping you find more cards. When you have another suitable opener, save Shura for a later turn when its Rush can immediately matter. 2. Turn those characters into meaningful attacks. Enel’s attachment makes a 2,000-power character a 6,000-power attacker when you give it four DON!!. Choose the recipient according to the board: an established Ohm, a freshly played Shura, or Holly can each serve a different purpose. You need the intended recipient on the field when you resolve the ability. Official card text 3. Use events to protect your advantage. Remove characters that threaten repeated attacks or valuable effects. Rest blockers when that opens a strong attack, and use Lightning Dragon to delay a character you cannot efficiently remove. You do not need to answer every opposing character; prioritize the ones that interfere with your next turn or threaten to end the game. 4. Maintain pressure through the middle turns. Senor Pink replenishes useful events, Law punishes large hands, and Sanji helps you survive the return attack. Aim to develop a character while still making attacks or disrupting the opponent. 5. Finish with multiple credible attacks. Holly and Ohm create Double Attack pressure, while Shura adds an attacker from hand. Plan the entire turn before assigning DON!!. Consider blockers, likely counters, and how many attacks remain after the opponent reaches zero Life. The mulligan should give you a functional opening and a useful follow-up. My preferred opening hand contains: - One or two cheap characters, ideally including Ohm, Satori, or Pudding. - A useful event, such as Kiten or Mamaragan. - A follow-up threat or resource card, such as Holly alongside Ohm, or one Senor Pink. Ohm is especially attractive when accompanied by Holly. Pudding improves hands that need specific events or Sanji. Shura is a fine cheap character to keep, although preserving it for a later Rush attack often increases its value. Going first, prioritize a dependable one-cost opening. Going second, two one-cost characters give you more options with your starting DON!!. You can play both before returning spent DON!! for their effects, following each card’s timing. I would usually mulligan a hand with no cheap character, several expensive characters, or mostly situational removal. A hand containing only Pudding as an opener needs closer judgment: keep it when the remaining cards support a realistic next turn.
20
3
+26,000
Sum of printed counters
4
Characters without a counter
6
Printed [Blocker]
4
8% of 50 cards
| Card | Looks | Targets | Hit % |
|---|---|---|---|
| Charlotte Pudding | 4 | 0 | 0 |
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