Monkey.D.Garp - OP06-055

OP06-055

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Monkey.D.Garp

One Piece Card Game

Card Details

Battle Statistics

Cost5Power7000Counter0

Skill / Effect:

[DON!! x2][When Attacking] If you have 4 or less cards in your hand, your opponent cannot activate [Blocker] during this battle.

Expert Analysis & Strategy

Strategic Overview

Monkey.D.Garp (OP06-055) is a high-pressure finisher for Blue Navy decks. His [When Attacking] ability to bypass [Blocker] keywords is the ultimate tool for closing out games against defensive archetypes like Black or Green. By attaching 2 DON!!, Garp ensures that his 7000+ power swing must be countered by cards from the hand, ignoring any defensive walls the opponent has established.

Garp is most effective when the opponent is forced to play with a wide board of blockers. His presence on the field creates a timer for the opponent; once you hit the 4-cards-or-less threshold, their defensive setup becomes largely irrelevant. He is the "hammer" that follows the "anvil" of your defensive searchers and blockers.

Finishing
5/5
Raw Power
4/5
Synergy
3/5

Key Strategic Synergies

  • Borsalino (OP06-054): Protects Garp while you manage your hand size to activate his ability.
  • Sakazuki (OP05-041): Helps reach the hand-size requirement while cycling into the DON!! required for Garp's swing.
  • Three Billion Worlds (OP04-056): Clears characters that might attack Garp, ensuring he survives to make his unblockable strike.

Pro Strategy Tip: Garp is a late-game play. Don't drop him on Turn 3 unless the opponent has no board. Wait until you can attach the 2 DON!! and have a low hand size to maximize the threat of his unblockable attack.