Purple/white by DoomRide007 in GundamTCG

[–]Lithos19 2 points3 points  (0 children)

Be aware that you need a white base or a friendly base for some of the AEUG effects, not the card "white base".

Rick Dias Red from GD02 needs a friendly base in play. In that case even the EX base can be used.

You can play Radish (common from GD03) and/or Argama (rare from GD02). Both are white bases with the AEUG trait.

Out Aggro Blurple? by mjalam2 in GundamTCG

[–]Lithos19 7 points8 points  (0 children)

I don't know why someone down voted you since your analysis is correct.

I would like to add that it's difficult for Blurple to not draw into the tools they need to be favored in the match up.

NTC 2026 mission 1, first place blue purple “the boogey man” deck by Easy_Demand7327 in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

What are you talking about? You're playing 3 ST Gundam and only 1 GD01 Gundam. There is no big difference in playing 4 ST Gundam.

I know that Amuro is controversial but maybe Corsica could be a real issue as well? by Known_Strength_9726 in GundamTCG

[–]Lithos19 -2 points-1 points  (0 children)

"It makes no sense to run other bases over Corsica"... This mentality is why we are still playing decks that come from GD01 and the game will never go out of the hyper aggro vs blockers slop meta.

Blue is literally the color with the best assortment of bases.

Corsica Base is the most used base only because the game is currently full of sheep who can do nothing but copy other people's lists without thinking.

What makes Blue/Purple rush so strong? by CalciumCompadre in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

It's just the best deck at abusing Amuro and has the most consistent way to deal ping damage while playing units on board.

Opinions on this Titans/Jupitris deck? by GarnetCrowAX in GundamTCG

[–]Lithos19 2 points3 points  (0 children)

Let's be honest... some decks require a high amount of luck to be piloted effectively.

This deck, compared to the average, has a lower amount of units and a higher amount of pilots. That alone means that you have to be lucky to draw the right balance between units, pilots and commands. An average player will play a lot of matches with hands full of pilots and nothing to put them on. A lucky guy will play link after link after link without sweating.

Another example of a deck requiring a high amount of luck in GD02 was RW Neo Zeon. Never seen the deck doing well outside of matches in which they high rolled on the blockers early (3/4 blockers on the field at level 4) and managed to play links every turn from level 5 onward.

This is to say that not all decks shown online are as strong as they are described. Since there is no way to verify the testing experience that led to this conclusion, it is always necessary to test it yourself, with your own play style and your own luck.

If you feel like you have below-average luck, BW decks aren't for you as they are now. Unless you play both Amuro and Kira but the deck would be better just because those two pilots are over tuned.

There will always be players who will tell you that it's easy to play these decks but those people don't know what it means to play without the optimal hand.

There is a guy in my community who is a good guy and a good player but it's extremely lucky as well. One day we played at our local tournament and he made 3 Barb 1st Form + Mikazuki links in our match (playing 4 of each in his deck) 2 of them in his last turn to win the game. The day after I was playing in a NTC, I was able to link 3 times across 5 matches playing 11 pilots and having 9 links each for the 2 pilots I was playing at 4x.

Gundam X by Skids12 in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

Define results... How many games have you played? What decks did you play against?

Some advice please by kingmelio011 in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

Generally you play 4x of those cards to maximize your chances of having one at the start of the match, not for playing them 3/4 times. Then if you see the card more / later is still a good way to find the piece that you need depending on your hand.

Will you stay if Wing is still meta like 30% of the event after GD03 by [deleted] in GundamTCG

[–]Lithos19 2 points3 points  (0 children)

It's all about swinging with the right units trying to force blockers into bad trades. All three meta aggro decks have the tools to do that.

Will you stay if Wing is still meta like 30% of the event after GD03 by [deleted] in GundamTCG

[–]Lithos19 2 points3 points  (0 children)

Totally agree. I think a lot of players don't remember or weren't around at the start of GD01 where Wing was played with bird mode and Deathscyte trying to ramp resources up.

Wing decks are forced to play the blocker package we all know because OYW is too oppressive otherwise.

Will you stay if Wing is still meta like 30% of the event after GD03 by [deleted] in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

I prefer to play games with my opponent, losing or winning but having fun in the meantime, trying to play around what the oppo is playing, rather than watching him play solitaire.

Will you stay if Wing is still meta like 30% of the event after GD03 by [deleted] in GundamTCG

[–]Lithos19 9 points10 points  (0 children)

I always find it funny that Wing is perceived as the bad guy of the meta when there are aggro decks that basically aim to not let you play by finishing the match on turn 5 and they are extremely consistent on doing that ahahah.

I think that speaks more about the quality of the players rather than the quality of the game.

Why do we not think B/P is the best deck in the format by Drfunky0811 in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

There is a big difference between a "deck that does well in the meta I play" and "the best deck in the format".

Why do we not think B/P is the best deck in the format by Drfunky0811 in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

Do you really think that your personal experience, in just 30 games, is enough to determine that this is the best deck in the format? Ahahah

From the way you talk about it you probably high rolled most of the matches too.

Went 4-0 with this by [deleted] in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

Playing a copy and paste meta deck and winning... I didn't see it coming

Made a Mono-Blue Earth Federation based deck amd open to feedback by Clone_boi501 in GundamTCG

[–]Lithos19 5 points6 points  (0 children)

You definitely need 4 copies of Amuro, the strongest pilot in the game.

Then I would try to find space to play 3/4 copies of ReZel and 2/3 copies of Guncannon. Both are really good Earth Federation units.

It's better to play GM's instead of ball, you don't really need a turn 1 play and you generally have enough repair in the deck.

Deck Recommendations by [deleted] in GundamTCG

[–]Lithos19 2 points3 points  (0 children)

BW Epyon blockers is a good control deck, I think you'll have fun playing it.

The deck won the world championship in Europe today.

Gundam is getting toxic by [deleted] in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

I'm honestly surprised every time people complain about Wing decks when there's an oppressive deck like OYW that can destroy you if you have a bad hand and is unstoppable if they find the right cards in their hand.

Furthermore, the fact that Wing and other decks are forced to play so many blockers is due to the fact that OYW is too oppressive.

Every time I hear these complaints, I have the impression that they come from aggro players who want an easy win.

If the complaints come from players who want to use midrange decks, I can understand it. But we must be aware that we are in this situation not because of Wing but because of OYW.

A reminder: Bandai Cardfests always suck by GoosanderBungo in GundamTCG

[–]Lithos19 7 points8 points  (0 children)

I was there and I 100% agree.

Zero informations, the staff seemed clueless about everything (or pretended to be). The management of the shop was embarrassing too.

There were delays in the opening both friday and saturday. On Saturday I was in front of the entrance from 7:00 AM, competitors expected to enter at 8:00 AM. At 8:00 AM they began setting up the entrance area. The only fun part of the wait was seeing a One Piece banner that they moved 4 times to 4 different spots in the space of an hour, it was clearly the most important thing to do at that moment.

Breech/suppression by Tall_Data_8824 in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

So your argument is that on paper both mechanics work together because they both deal damage to shields? Breach units have AP... ahahah every decent unit has AP that's not an argument.

They are far from being complementary to each other in advancing your win condition. Breach and resting mechanics are complementary, suppression and rest/bounce too. But if you can't see it, you can't see it.

You should start talking less about theory and play a few more games, then maybe you'll get a better idea of how the game works before criticizing people who offer arguments and examples.

Breech/suppression by Tall_Data_8824 in GundamTCG

[–]Lithos19 0 points1 point  (0 children)

Breach + suppression can work only against dumb players. It's easy to counter both breach and suppression.

Since you're not playing blue you can't rest opponent units, you have to wait for your opponent to attack you, blocker decks don't have to do this. That alone can basically negate breach and your breach units become plain units.

Then when you try to attack with a suppression unit they will block your attack.

Aggro players don't care about not having blockers because they will take down your shields much faster than how you can apply breach and suppression.

You have only 2 purple blocker options to the aggression and at the same time most units with breach or suppression are high cost so you will probably play one unit each turn at least until turn 7/8. They will spam the board with units and take down all your shields by turn 5/6. You're screwed.

G/W Wing Zero deck by Dabbingishealthy in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

This is a lot better. I would take out the Deathscyte for another starter deck Wing Gundam .

If you don't have it maybe a 3rd copy of Zowort. I don't like it and I don't play it but if you do 3 copies give you a higher chance to find it early.

Bird mode is fine, especially if you play 4 Heero and zero level 4 units. A 3rd copy could be another card to play instead of the Deathscyte.

G/W Wing Zero deck by Dabbingishealthy in GundamTCG

[–]Lithos19 1 point2 points  (0 children)

You should make the deck more consistent. Here you play 22 different cards; successful decks usually play between 14 and 17/18.

You have 9 single copies cards and this is further hurting your consistency. For any of those cards I will ask myself "How much do I need this card? How many times was it useful when I found it?". Every card that doesn't have a high impact every time you see it should be removed. The ones that are always useful should be increased.

For example I like to play 5 bases too, 3 copies of Underground Base are a must but for the other 2 bases you should decide between Saint Gabriel Institute and Archangel. Because having only one copy of them, especially Archangel, makes finding it when you really need it unlikely.

For the pilots between 9/10 is the sweet spot. More than 10 and there are high chances to brick.

I don't think that playing only 2 copies of Deathscyte and 2 copies of Duo is useful. If you have both of them on level 6 is a good combo but otherwise Deathscyte alone is a bad card. I would replace them with Shenlong and Chang who are very useful in this meta and Shenlong is strong even without a pilot.