Green/Blue Zeon Rush Deck Analysis of the Gundam TCG - GD01 Format

Green/Blue Zeon Rush Deck Analysis of the Gundam TCG - GD01 Format

From the Gundam Card Game booster box 01, Newtype Rising, and the 4 Structure decks, St01 through St04, came 4 different colors in which to start making decks. The fifth color, Purple, will be debuting with the release of ST05 Iron Bloom. Sadly, without the booster box 2, purple will need its secondary color to make up for its lack of support and do the heavy lifting. From these mishmash of cards, 3 decks have emerged as clear top contenders. 

1. Green/Blue Zeon Rush

While the deck is called Zeon Rush, the blue side of this deck does not contain any Zeon units. Instead, most variants of this deck splash in the blue Earth Federation units to support the main attackers in this deck, usually green Zeon.

The early game to Zeon Rush usually consists of the Zaku II (ST03-008) with either the Zaku II (GD01-035) or the GM (ST01-005) as early attackers to break the EX Base. Then to pile the pressure, the Zaku I (ST023-007) or the Dopp (GD01-039) are added in to play on the very first turn. These units will be the units usually swarming the board swinging at the opponents life if there is no base in play.

Next are the main attackers/Base Destroyers: Char's Zaku II (GD01-026), Rick Dom (GD01-030), ReZEL (GD01-018), Gundam (ST01-001), Char's Gelgoog (GD01-023), and most lists tend to include Char's Zaku II (ST03-006). Most of the green units in this list Have 3 AP and are level 3, meaning they will also be apart of the early game rush and can crack the EX Base if needed.

The Rick Dom (GD01-030) is usually used to trade into targets, as it has Breach 2, meaning it can damage a base or take a life if it destroys an enemy unit when it attacks, even if the Dom itself is destroyed in the battle as well. 

The Char's Zaku II (GD01-026) is usually the unit that players want to pair the pilot: Char Aznable (ST03-011) to; as it has an effect that if it is destroyed, while paired, to spawn a rested Char's Zaku II Token with 3 AP and 1 HP. While the token is frail, it is practically a free body that your opponent has to deal with or something on their board is taking 3 damage or risk losing a life. 

Then the structure deck Char's Zaku II (ST03-006) is used to minimize losses, as when it is destroyed it searches the top 3 cards of the deck to grab a Zeon/Neo Zeon unit card. This card can be detrimental in this deck as it can and will bottom deck pilots and the blue portion of the deck. 

The ReZEL (GD01-018) is a Lvl 3, Cost 2, 4 AP, and 3 HP Vanilla Beater. Its job is to scare the blockers and to force your opponent into swinging into it, often forcing an unfavorable trade. 

Gundam (ST01-001) is a key units in this deck, as its effect to buff the AP of your units by +1 AP is major for clearing 6 life bases, or getting very favorable trades. The Amuro Link is crucial, as it allows the unit to clear troublesome units and the Repair 2 gives this unit longevity. 

Char's Gelgoog (GD01-023) is an emergency unit used to recycle the pilot Char Aznable (ST03-011) for the link from the sideline. 

Then, to help trade efficiently, these blue cards are added in: Guntank (GD01-008) and Anksha (GD01-020). These two units are cheap and can clear weak or low HP units cost effectively with their Deploy effects, deal 1 damage to an enemy rested unit.

The only base played is usually Corsica Base (ST02-016) as it can generate a powerful Tallgeese token that has 4 AP and 2 HP or 2 Leo tokens, 1 AP and 1 HP. 

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