If you play in sanctioned events, the One Piece TCG ban list is something you need to know before you ever sleeve up a deck.
Certain cards are completely banned from competitive play, others are restricted, and a handful are only illegal when paired together.
Bring one of them to an official tournament and you risk an automatic game loss or worse.
This guide breaks down the entire One Piece TCG ban list as of the latest revision (current for June 2026): which cards are banned, which pairs you can’t run together, the cards that were un-banned and are now legal again, and the reasoning behind every decision. All card names follow Bandai’s official English releases.
One Piece TCG Ban List at a Glance
A banned card cannot go in your deck at all. A banned pair means two specific cards may not appear in the same deck. A restricted card limits you to a reduced number of copies. We’ll define each of these terms in detail later in the article.
Current Banned Cards (and Why They’re Banned)
Charlotte Pudding (OP06-047)

Pudding is a blue 4-cost Character whose On Play ability forces your opponent to shuffle their entire hand back into the deck and draw five cards. On paper that looks like a gift to the opponent, but in practice it scrambles carefully held counters and situational answers and replaces them with a random five — a hand-disruption “reset” engine that consistently swings games in the Pudding player’s favor.
The card warps One Piece’s core appeal — the back-and-forth read on your opponent’s hand — by forcibly resetting hand size whenever it benefits the Pudding player. Its hand-disruption was simply too strong against the control and resource-holding decks the format is built around.
Nami[OP03-040]

This Nami anchored a card-advantage engine that grew far stronger than the designers ever intended as new sets released, pushing a play pattern that drifted away from the kind of game the developers wanted to offer.
As the card pool expanded, the deck’s power crept past healthy levels and its unique strategy fell outside intended gameplay. Just as importantly, leaving Nami legal made it almost impossible to design new blue “draw” effects without breaking the format.
Gecko Moria[OP06-086]

Gecko Moria was a premier black power card and a near-auto-include in black decks, thanks to its ability to cheat 4-cost and 2-cost Characters straight onto the board.
With no meaningful leader or character restriction, Moria generated huge board advantage far too easily, swinging games on his own. Bandai concluded that designing future black cards around him — or printing anything of comparable power without making the problem worse — was effectively impossible, so balancing around him wasn’t viable.
Trafalgar Law[ST10-001]

Often called “Red-Purple Law,” this leader was so dominant that at its peak more than 70% of competitive players were running it, with virtually no deck holding a favorable matchup against it.
Its leader ability combined explosive free deployment with removal in a single package.
Law’s leader effect produced a faster, more snowbally tempo than the developers had anticipated and was extremely hard to interact with.
The natural attack-and-defense give-and-take of a game largely disappeared once Law took over.
Reject[OP06-116]

Before its ban, Reject pushed yellow decks to the top of the meta.
Its back-half effect could lock in guaranteed Life damage, and it did so cheaply and reliably in the late game.
The closing effect dramatically raised yellow’s finishing power, and the cost of the guaranteed damage was far too low for how decisive it was. In the endgame, it removed too much counterplay.
Banned Pairs
A banned pair isn’t about one broken card — it’s about two cards that become a problem in combination.
Each card below is perfectly legal on its own, but you may not include both halves of a pair in the same deck.
I Re-Quasar Helllp!!+Borsalino


The combo spread to far more yellow decks than expected, and once it caught on, games dragged out to unhealthy lengths far more often than the designers had anticipated. Banning the pair surgically removes the loop without killing either card in its own right.
Monkey.D.Luffy (OP11-040) + Charlotte Katakuri (OP11-067)


Monkey.D.Luffy (OP11-040) + Charlotte Linlin (OP08-069)


Both of these pairs revolve around the OP11-040 Luffy leader. Together, the combinations papered over the early- and mid-game vulnerabilities the deck was supposed to have, giving it an extremely high defensive ceiling.
With its natural weak points erased, the deck sustained both win rate and usage rate at the very top of the meta. Few decks could realistically answer it, which choked off strategic diversity and the freedom to build around other game plans.
Cards That Were Un-Banned (Now Legal Again)
One of the most important things to understand about the One Piece TCG ban list is that it’s not permanent. As the format rotates and the metagame shifts, Bandai regularly removes cards from the list.
The following cards were all banned at some point but are legal to play again today.
- Jinbe[OP07-045]
- Ice Age[OP02-117]
- Kingdom Come[EB01-059]
- Enies Lobby[OP03-098]
- Sakazuki[OP05-041]
- Great Eruption[ST06-015]
- Moby Dick[OP02-024]
- Cabaji[OP02-052]
Here’s what got them banned originally — and why they’re safe now.
Jinbe[OP07-045]

Jinbe was the ace of blue Doflamingo decks. Dropping multiple copies early could flood the board to five Characters almost instantly, creating a massive gap in attack count that sometimes made games unwinnable for the opponent.
For such a low cost, his one-sided board presence couldn’t be answered by the cheap, low-power cards available in the opening turns, robbing the game of its attack-and-defense interplay. Designing future 4-cost cards of equal or greater value around him was also deemed too difficult.
Ice Age[OP02-117]

A single-cost event that slashed an opponent’s Character cost by a staggering 5 — an outrageous rate for the price.
No other card came close to reducing cost that hard for one cost, and it synergized dangerously well with cost-referencing effects, threatening to constrain how every future high-cost Character could be designed.
Kingdom Come[EB01-059]

A yellow event that could KO even the largest Characters, seeing play in Yellow Enel, Black-Yellow Luffy, Yellow Vegapunk and more.
Paired with the Enel leader’s durability, it combined removal and defense into something far stronger than intended. Its existence also threatened to box in the design of future high-cost Characters.
Enies Lobby[OP03-098]

The core of Black Lucci. This Stage card shaved an opponent’s cost by 2 every turn with no downside — the perfect engine for Lucci’s cost-down-and-KO game plan.
It could hit the board as early as the opponent’s first turn, fired off a near-permanent effect every turn after, and — being a Stage — was extremely hard to remove or interact with.
Great Eruption[ST06-015]

This card lifted black decks’ win rates by letting you draw a card while reducing cost — so you could enable removal without spending resources.
It was the only card that lowered cost with no hand cost and no conditions attached, making it a threat from the opening turn through the endgame and stripping nearly all the risk out of removal.
Moby Dick[OP02-024]

Paired with Edward Newgate (OP02-001), which loses a Life card at end of turn, this Stage made the “if your Life is at 1 or less” condition trivial to hit — and the downside barely mattered.
As a Stage it couldn’t be dealt with, the Newgate combo met its condition far too easily, and the supposed drawback was negligible.
Sakazuki[OP05-041]

“Blue-Black Sakazuki.” Its leader ability drew cards with no risk attached, giving it a level of consistency that stood apart from every other leader.
The leader’s stability outclassed the rest of the field, and the blue-and-black pairing — cost reduction plus deck-bottom removal — proved stronger than the developers expected, thinning out format diversity.
Bandai determined that, in the current environment, Sakazuki no longer threatens leader diversity.
Cabaji[OP02-052]

Cabaji synergized far too well with the mill-to-zero Mono-Blue Nami deck (which wins when the opponent’s deck hits 0 cards). Combined with effects that bounced cost-3-or-lower Characters back to hand, it ran the opponent out of cards faster than intended.
Alongside the Nami leader, it pushed an alternate-win strategy that ignored normal combat interaction, decking opponents out unusually efficiently.
With Nami (OP03-040) itself now banned, Cabaji’s impact on the current format is considered minimal.
Restricted Cards
As of the current One Piece TCG ban list, there are no restricted cards. Every card on the list is either fully banned or part of a banned pair.
A restricted card would limit you to a reduced number of copies (rather than the usual up to four) instead of banning it outright. If Bandai adds any restricted cards in a future revision, we’ll update this section.
What Are Banned and Restricted Cards?

In the One Piece Card Game, Bandai maintains a ban and restriction list to keep the competitive meta healthy.
When a particular card (or combination) pushes a deck to an unhealthy level of power, it can be banned or restricted so that players can keep enjoying meaningful strategy, real decision-making, and a wide range of viable decks.
These rules apply to officially sanctioned tournaments and events across all regions. In casual play with friends, you and your group can of course agree to ignore them — but for any official event, the list is binding.
It’s worth being precise about the three categories, because they’re not the same thing:
- Banned Card — No copies allowed in your deck. Zero.
- Restricted Card — Only a limited (reduced) number of copies allowed, rather than the standard maximum of four. (None currently exist.)
- Banned Pair — Two specific cards, Card A and Card B, that cannot both appear in the same deck. Each is legal on its own.
As of the current list, only banned cards and banned pairs are in effect — there are no restricted cards.
Summary
- Banned cards (and banned pairs) cannot be used in official, sanctioned play.
- Playing one anyway can mean an automatic game loss or other serious penalties.
- The list is dynamic — cards get banned, paired, and un-banned as the meta evolves, so it’s worth checking before any major event.
編集部Before your next tournament, double-check your list against the current ban list — and then go enjoy the game.


