Top 3ish cards of each Color in the Gundam TCG (GD01 format)

Top 3ish cards of each Color in the Gundam TCG (GD01 format)

The Gundam TCG has a variety of cards with the release of GD01 and the structure decks, with some being stronger than others. Here is a top 3 list of the strongest cards for each color.

White:

1. Overflowing Affection 

Overflowing Affection is one of the few cards in the Gundam TCG that allows you to draw  cards, with the other card being featured later in this list. While this is one of two command cards that allow you to draw (draw 2 and discard 1), it's cheap cost and low level means you can play this card while developing your board. The low level also means you can fix your hand early into the game and while the discard isn't great, it balances itself out as you lose 2 cards for 2 more. This card is a staple in all decks that decide to run White as a color for their deck.

2. Gundam Lfrith

Only appearing in the prologue of Mobile Suit Gundam: The Witch of Mercury; the Gundam Lfrith is a 2 AP, and 4 HP Blocker. Gundam Lfrith being lvl 3 with a cost of 2 can block and destroy most lvl 2 or below Units. stopping early aggression pretty well. This beefy unit is usually a staple blocker in all White decks, usually used to stop early aggression.

3. Aile Strike Gundam (& Kira Yamato)

An Iconic Gundam and Pilot from Mobile Suit Gundam Seed; the Aile Strike Gundam and Pilot, Kira Yamato, from ST04 makes a stunning entrance as a Legend Rare and Common of the structure deck. This beast of a Unit is Lvl 5 Blocker with a cost of 4; whose stats are 4 AP and 4 HP and while the the AP and HP of this unit is pretty standard of a lvl 5. Its effect is a different story, as when it's paired with a Lvl 4 or higher pilot, it can return 1 enemy Unit with 4 or less HP back to the hand. The generic When Paired effect allows this card to be splashed into any White deck with Lvl 4 or higher pilots, allowing you to establish a large blocker while your opponent loses 1 Unit of their own.

The Pilot is no slouch either as he's a Lvl 4 with a cost of 1 and stats of 2 AP and 1 HP. His effect is a generic Attack, you choose 1 enemy Unit and lower its AP by 2 for the battle.

The steep cost and higher Lvl does mean this card can't carry you alone, which is where other lower cost cards like the Gundam Lfrith come in to help it secure your Field. Easily a staple in most white decks, both the Unit and the Pilot make easy additions as their effects are both strong and easy to fulfill.

Blue

1.  Gundam ST01-001(&Amuro Ray)

Ah yes, the flagship of Mobile Suit Gundam and the Gundam franchise in general, the RX-78-2 Gundam and its pilot Amuro Ray. While there are 2 Legend Rare Gundams currently in the format, the one that really shines is the structure deck version ST01-001. As a Lvl 4 Unit with a cost of 3, and having 3 AP and 4 HP, its stats are nothing to scoff at. The effects of the Gundam are very strong as well; having Repair 2 and a field wide buff of +1 AP (on its owners turn) while paired. Its effect to add 1 AP to all of your Units allows it to punch well above its weight; especially if you happen to have multiple Gundams paired on your field, as its effect can stack. The Repair 2 effect of the Gundam is extremely useful as well, as it helps the longevity of the Unit as it clears weaker Units and helps retain the value of the Unit as a passive AP increase.

Amuro Ray is an amazing Pilot both in the series and in the TCG. He is Lvl 4 with a cost of 1, and stats of 2 AP and 1 HP. His effect is: when paired, to rest 1 enemy Unit with HP of 5 or less. This allows him to rest almost all unpaired units and most paired units, allowing him or other units to attack into that unit or to swing at your opponents life.

The Gundam is a very solid midrange Unit that enhances the units on your field, with quite a bit of staying power. Amuro Ray paired with the Gundam becomes a pseudo 6 (actually 5) AP and 5 HP that can rest most units and start clearing your opponents field. All blue decks run this pair, as Amuro Ray and Gundam have generic effects that are very powerful.

2. Show of Resolve

The other card that allows you to draw. Show of Resolve is a Lvl 4 cost of 3 Command card; whose effect is to be pot of greed, or to be precise draw 2 cards. This card's level and cost means you can't use it early, however in the late game where card resources are low, it comes in handy. While this card isn't usually ran in Blue/White decks, this card is a staple in Blue decks that are paired with any other color.

3. Rezel

Yes,  the Rezel is an odd pick. However its stats as a lvl 3, cost of 2, 4 AP, and 3 HP make it a scary card for your opponent to face off against, as it could either: clear your ex base, do a lot of damage to your base, or do a lot of damage to/kill a paired unit. The Rezel may not have an effect, but it is the only Lvl 3 that has a natural attack above 3 AP and a  respectable 3 HP, meaning 1 Close Combat can't kill it. It also cannot be linked, however if you can get out the Rezel early, our opponent now has to find an out to a solid 4 AP, 3HP unit. The fact that this unit is Lvl 3 makes it a top choice if not a staple to blue decks.

Green

1. Wing Gundam Zero

While not the first Wing Gundam released to the TCG, this one (If you can get him out) can clear fields, both yours and your opponents. The Wing Gundam Zeroes effect is High-Maneuver (Can't be blocked) and On Deploy deal 3 damage to all Lvl 5 or lower Units. Meaning beware of Collateral damage. The only real downside to the Wing Gundam Zero is that it is Lvl 8 with a cost of 8, meaning it is a very costly Unit and you cannot link it on your 8 resource turn.

2. Zaku ii (ST03-008)

The humble Zaku ii from ST03-008 is a solid choice for early aggression with its Lvl 2, cost of 1, 1 AP, and 2 HP. The Zaku ii has an effect to increase its AP by 2 if it attacks for the turn, meaning on turn 2 or 3, depending on who goes first or second, you can clear the Ex base. This card is used in all Green Zeon decks as it greatly enhances their early aggression.

3. Char Aznable

The Red Comet himself is here, while his stats (1 AP, 1 HP) are ok as a Lvl 3 with a cost 1, his effect is very strong. His effect gives the Unit he is paired to +1 AP when he is attacking and if it is a linked Unit it gains High-Maneuver (Can't be blocked). The main reason he beat Heero Yuy (Honorable Mention) off this list is mainly because he gives High-Maneuver to the Unit he links with; which, are a lot of Zeon Units. The Char's Zaku iis go to 4 AP and 3 HP, which isn't super impressive, but when attacking have 5 AP, which can clear most bases. Then his other link, the Gelgoog, can reach up to 6 AP, meaning that he can clear 6 HP Bases. His personal Gelgoog, Char's Gelgoog, while having the same stats as the normal Gelgoog, can recycle Char Aznable from the sideline/trash by discarding a Zeon/Neo Zeon Unit, meaning Char is one of the few pilots that can benefit from being in the trash. Char is a staple in all decks with Green Zeon, as he is the best pilot for the deck.

Red

1. Marida Cruz

The beloved Marida Cruz comes into the TCG swinging as a Lvl 4 Pilot with a cost of 1, 2 AP, and 1 HP. With an Amazing alt art, a strong stat line, and a pretty strong effect (While Linked/On Attack Deal 1 Damage to 1 Enemy Unit whose Lvl equals or is lower than the Unit she is Linked to) she is very quickly becoming the "Boss" of the Red "Ping" or damage decks. She Links into the Kshatriyas quickly doing chip damage or, if needed, she can Link with both of the Blue Unicorn Gundam 02 Banshees. Marida Cruz is a solid Pilot that many Red decks run because of a solid stat line, effect, and is a waifu

2. Sinanju/Full Frontal

Sinanju(Lvl 6, Cost 5), the successor to the Nu Gundam and the Sazabi, speeds through the board clearing bases with his 5 AP and 4 HP. Its stats leave a little to be desired as a Lvl 6 Unit, however its effect does makeup for it. The Sinanju, While Paired, gains High-Maneuver (Can't be Blocked) and if it destroys a card in the opponents shield area, it deals 2 damage to 1 of your opponents units. This damage either adds up quickly, or can outright destroy some of your opponents units.

The Big Bad of Mobile Suit Gundam Unicorn, Full Frontal is a Lvl 6 Pilot with a cost of 1 and 2 AP, 2HP. HIs effect is: When Paired - Deploy a Lvl 4 or lower Zeon/Neo Zeon Unit from your hand. This allows you to swarm the field with your Units putting more pressure on your opponent.

If Linked, this duo becomes a 7 AP, 6HP monster. Meaning if your opponent wasn't prepared for it; it will end games, as it has High-Maneuver and will almost always swing at life and dealing 2 damage to one of its opponents units. This pair of cards is used in every Zeon/Neo Zeon deck, as the late game option.

3. Zee Zulu

A bit of an odd choice, but the Zee Zulu(2 AP, 2 HP) is an early game monster that will destroy the ex base in 1 hit if allowed. The Zee Zulu's effect is to increase its AP by 2 if it is swinging at the Players life, meaning it goes to 4 AP when swinging at the life. The reason this is so significant is because it can swing and trade with most early blockers if they choose to block. While not every Red deck runs; the Zee Zulu it is a solid early game attacker, who can translate well into the late game.

Back to blog