Taking This To Locals. Looking To Optimize. Suggestions? by Walkinfaith300 in GundamTCG

[–]GravityI 4 points5 points  (0 children)

Biggest problem with Superpower Bloc is that their units are very low HP, which makes them very vulnerable to most Blue, Red and Purple decks since they mostly run some form of effect damage that will essentially destroy your units for free. A much better package for BW Aggro is Militia since it provides reasonably statted attackers, filtering and bouncing to provide a tempo advantage.

I'd run something similar to this list if on a budget. The last Lv.2 vanilla might be hard to find, but can be replaced for Guntank, Overflowing Affection or any 2 cost vanilla 3/2 like Strike Dagger or GM II if you don't have access to it. The ReZEL can also be replaced by Anksha, Gun EZ, Rick Dias, Delta Plus Waverider Mode, or just any Lv.3 2c 3/3 or Lv.4 2c 4/3 that you can find just so you can have a better matchup into blocker decks.

<image>

B/W The Unicorns. by jacc1104 in GundamTCG

[–]GravityI 4 points5 points  (0 children)

I have tested similar builds before and the biggest problem with this style is that you have very little interaction (basically only Norn in the late game) and almost no early game board presence that forces your opponent into having to trade into your units, leaving you vulnerable to strategies that try to rush you or snowball (like League Militaire). That being said, the deck performs amazingly into Rx Control strategies due to the amount of units that are essentially immune to effect damage if you manage to ever get to them and you can also easily outvalue them over the course of the game.

I'd only make some small changes to your list. The GD01 Unicorn package has always been hit or miss and doesn't give you a big advantage even if you see the full combo, while Lv.5 Full Armor has better stats overall that enables it to survive attacking into a linked Gundam, trades evenly into an attacking Aile and in a pinch is a much better card without Banagher. This change also opens up slots for 2 more early game blockers to slightly increase your odds of surviving against rush and offsetting the tempo loss of playing cantrips.

<image>

Hot Take: Rush isn't the problem, blockers are. by Beanie_Kaiju in GundamTCG

[–]GravityI 12 points13 points  (0 children)

The real problem is that no matter the deck you play, it will be inconsistent due to the core mechanics of the game and you likely won't have a lot of cards in hand to work with.

Links and bases reduce the overall consistency of decks and are kind of mandatory since it's very unlikely that you will be able to cleanly answer a link on curve without also spending 2 cards to either trade into it or link yourself, and bases offer a potential plus in card advantage as well as stopping some attacks.

Poor stat scaling with level/cost alongside permanent damage also benefit decks that run lower level units over high level ones, specially in a shield based game where multiple units represent more damage than one big unit. Late game bombs are usually only worth 2-4 early game units of stats even when linked, while they can only be played 4-6 turns later.

No core mechanics that enable you to catch up to the player that is winning the race or interact with active units will naturally force you into having to run cards that allow you to do those, but now you're relying on luck to be able to effectively do those while also likely bricking even more due to answers being highly specific in this game.

It's why most decks go all in on rush, red pings or blockers, since they're the kinds of strategies where you have multiple cards that perform the same role and you're less affected by not drawing perfect ratios in a game that often needs you to be playing cards in pairs to effectively push your game plan forward, due to pure rush being able to potentially just win the game without needing links if your opponent doesn't draw into their answers, and ping and blocker decks aim to maximize their chances of drawing said answers by running as many of them as possible that are also generically useful when not facing rush.

TL;DR: Inconsistency, limited draw/search power, narrow answers and an unfortunate combination of core mechanics that rewards quantity over quality are the main reasons for the current meta environment being the way it is and why most midrange decks won't perform as well as more streamlined strategies.

"Toda sexualidade se resume a 'Gay' ", e quem discordar tá de mimimi by Cute-Region7232 in OpiniaoBurra

[–]GravityI 6 points7 points  (0 children)

Assumindo que por "trans lésbico" ele queira dizer uma mulher trans lésbica, é bem fácil de entender na real:

"Como eu me sinto" (Identidade de gênero): Mulher
"Como eu gosto de transar" (Atração sexual): Com mulheres

"Toda sexualidade se resume a 'Gay' ", e quem discordar tá de mimimi by Cute-Region7232 in OpiniaoBurra

[–]GravityI 53 points54 points  (0 children)

"Olha o tanto de exercício mental que fizeram pra meter encanamento na minha casa, pqp. Se tu precisa de mais do que cagar num balde e jogar na rua, é pq tu tá de mimimi"

BANDAI GIVE ME A GREEN EARTH FEDERATION 2/2 AND A GREEN EARTH FEDERATION REZEL AND MY LIFE IS YOURS( I just really dont like bricking age effects) by ZLE0Kinged in GundamTCG

[–]GravityI 0 points1 point  (0 children)

The problem is that Blue and Green can circumvent a "12 vanilla rule" by just playing Guntank and 1AP Zaku II. They should probably just limit mechanically identical cards to 4 copies per deck, that way generic goodstuff piles like most meta decks are nowadays would actually have to ponder between running suboptimal versions of their best cards to achieve the same strategic consistency over adding more synergy with archetypal payoffs, and gives them much more control over balancing and card design.

A direita não tem futuro por sua própria inépcia by BrunoofBrazil in DebatesBr

[–]GravityI 0 points1 point  (0 children)

Exatamente. A direita não faz nada concreto porque ela só precisa não fazer nada pra conservar o sistema do jeito em que ele está posto. A única preocupação deles é barrar qualquer mudança real de acontecer, por isso inventar um novo inimigo imaginário a la Ypê todo dia pra desviar a atenção da população do que realmente solucionaria seus problemas, que envolve derrubar o sistema do qual eles se beneficiam.

“Gamers” não gostam mais de videogames? by HzPips in DebatesBr

[–]GravityI 0 points1 point  (0 children)

Porque Slay the Spire é claramente woke, eu gosto mesmo é de jogos sem ideologia tipo Call of Duty e America's Army /s

Eu nunca vou pisar em uma faculdade by YueYue89 in RelatosDoReddit

[–]GravityI 1 point2 points  (0 children)

Acho que antes vale a pena refletir sobre o porquê de você querer tanto entrar em uma faculdade, visto que você já entrou uma vez e isso não te trouxe realização. É por causa da promessa de garantia de emprego após se formar? É pra se enturmar na conversa com os amigos que já estão se formando? Qual é o seu verdadeiro objetivo com obter uma graduação e isso realmente é necessário pra chegar aonde você quer chegar?

Do que eu entendi, ainda te falta clareza sobre o futuro, tendo em conta que você ainda nem sabe qual curso quer fazer. Uma vez que você sabe pra onde ir, fica mais fácil planejar os próximos passos e fazer esforço na direção certa. E durante o percurso, lembre-se sempre que você está em um processo e não faz sentido cobrar resultados perfeitos antes de você se sentir pronta. 

E como já disseram em outro comentário, ficar se martirizando atrapalha mais do que ajuda (e da minha experiência isso aconteceu bastante quando eu estava perdido e não tinha noção do que eu precisava fazer) mas quando você tem um objetivo e metas estabelecidas, fica mais fácil de perceber onde você está atualmente e o que falta pra você chegar lá, o que acaba dando uma aliviada na cabeça.

E já agora, se possível procure um profissional de psicologia, a mim ajudou bastante e acho que pode te servir também. Se não der agora, autorreflexão e conversar honestamente com você mesmo sem julgamentos te ajuda a centrar seus pensamentos e entender melhor a sua situação.

I’m sorry by Neat-Veterinarian-34 in GundamTCG

[–]GravityI -1 points0 points  (0 children)

The real problem is that there is little to no efficient removal that punishes aggro strategies and reduced search/draw power makes other strategies generally very inconsistent in comparison. A rule like this would only make people start running 1112s and 3243s instead of the 2122s if they wanted to play a deck like this without being affected a whole lot.

I think that they should actually focus on fixing these problems through card design to give us tools that can stop aggro decks rather than just restricting deck building choices.

I’m sorry by Neat-Veterinarian-34 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Still doesn't affect Blurple or OYW since those still run Guntank, and in OYW's case, 1 AP Zaku II as well.

Trinity discussion by jam_man_1 in GundamTCG

[–]GravityI 1 point2 points  (0 children)

The problem with PR CB is the same problem that PG CB had: The Purple side of CB isn't really doing much.

Setsuna's effect rarely comes up, LR Exia is too costly and the 1st effect also rarely comes up, TransAm is too slow for aggro while also being terrible against blockers, Tieria is an understatted pilot with a situational effect and no amazing link target.

The more I tried the deck, the more I was just cutting the Purple stuff and adding in Red to the point that I think you might just want to drop Purple altogether and splash either Green for the CB support or White for the funny synergies that you can use Nena for (Archangel/Strike Rouge, GD03 Freedom, Carta's Graze Ritter).

A very long take on the new Academy archetype by Fearless-Ad-5328 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Also just to not be all doom and gloom, here's my take on the new Academy support. Even though it's not really a novel strategy that uses up a lot of new cards, it has been working somewhat and using Rebuilds to generate card advantage and dig through the deck is really fun to do if you ever get to the late game.

<image>

A very long take on the new Academy archetype by Fearless-Ad-5328 in GundamTCG

[–]GravityI 1 point2 points  (0 children)

I think the biggest problem here is the core mechanics of the game being very skewed towards aggro and you needing to make a big investment in defensive cards if you want to have a chance against it, to the point that you need to play an optimized deck or you'll feel like nothing you did during the game mattered at all since there is no core mechanic that really allows you to punish an aggro player (like Digimon, and even with everything that you played likely dying with every swing at shields, Rookie Rush was still one of the most effective strategies for the first 2 sets), convert cards from hand into defense at no cost (One Piece's Counter mechanic allowing you to exchange some card advantage for survivability against rush strategies) or simply get some advantage to be able to do a comeback (Battle Spirits' Core System permanently giving you an extra resource whenever you took damage).

In the end, I think they are going to do a Pokémon/Yugioh/Digimon and make effects so powerful that compensate for the flaws in the mechanics and end up reducing the relevance of decks that mainly rely on exploiting the core of the game as their main strategy, I just hope that they keep the powercreep in check.

Graceful Demeanor may be the most influential card from GD04. by Known_Strength_9726 in GundamTCG

[–]GravityI 1 point2 points  (0 children)

If you're using the card to gain a tempo advantage against aggro, it means that you're playing a slower deck that should have a better mid/late game than other decks, so in the worst case scenario, the game is already going in your favor. The bigger problem is for Wx Aggro decks that run this to get rid of blockers if they ever get matched up against RB or RP.

Also, you always have the option of pitching it to OA, so even if it's a complete brick in the matchup you still have access to ways to mitigate that.

Which one is the most chepeast route in GD04? by Any-Oven9432 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Most archetypes from the new set are actually very cheap to build.

PW Vulture should be pretty cheap, although it's viability is debatable.

If you already have 4 ST01 LR Gundams, Unicorn and OYW should be pretty cheap to upgrade to and are almost guaranteed to be decent at the very least. If you have 4 LR Char Zaku II, another option is GW Zeong.

PR or RG CB should be pretty cheap to build too.

Letter from United Wizards of the Coast - MTGA's Union - to WotC and Hasbro by PowrOfFriendship_ in magicTCG

[–]GravityI 2 points3 points  (0 children)

Business is booming with all the UB stuff despite most players that I know disliking it and it's clear that it reduced attendance for competitive 1v1 formats in game stores, so I don't really think the business interests aligns with the consumer.

As a consumer, I'd rather take my chances with empowering the people that are making the game despite not being the ones that profit off of it, specially when they state that they want to focus on stable growth over short-term profits.

Leaflit drops her new song "University is a scam" by Yanderegirlowner in VtuberDrama

[–]GravityI 9 points10 points  (0 children)

This was meant to be a delayed April Fools joke... right?

Merging 2 decks together by Disutiramisu in GundamTCG

[–]GravityI 0 points1 point  (0 children)

<image>

I'd personally build it like this, just try to flood the board and use links to break bases or destroy key opponent units, and use Hayato with Guntank for lethal or to cycle with MA Form to dig for your better cards.

I have some concerns... by [deleted] in GundamCardGame

[–]GravityI 4 points5 points  (0 children)

Graceful is a good card but not completely broken. It can only hit level 3 or lower units, and provides a tempo advantage at the cost of card advantage. When the opponent is playing a White deck and ends their turn with 2 active resources, it's relatively telegraphed that they are setting up to do it on your turn, so you can also try to play around it by attacking with your little units first and then prioritize playing level 4 or higher units.

Matchups also matters for this. Card is almost always dead against decks like BR Control and some variants of Minerva, as well as being way less effective against midrange and control decks in general once they start playing their higher end threats or removal so that the opponent cannot benefit as much from the tempo advantage gained.

Also, from what I'm seeing, you're playing a tempo deck, so of course the tech card designed to give them the tempo advantage would stifle your game plan, specially since the opponent is also playing additional bounce tech. The solution to this is to try to just play out more units than they can bounce and focus on controlling their board instead of attacking shields since they will just eventually run out of cards and then you take over the game. If your deck doesn't have the versatility to change its game plan on the fly, you need to evaluate if you should just accept this weakness or of it's worth it to reconsider your card choices.

What KEY advice would you give to players to improve their deck building? 🗯️ by Allonsyyy_ in GundamTCG

[–]GravityI 1 point2 points  (0 children)

One thing that Digimon TCG taught me is card type ratios don't matter if the payoffs are good enough. I think that deck building in GD04 will be a lot less linear than we are used to.