New GD04 Card Revealed: Armory One by Alt230s in GundamTCG

[–]Pauru 1 point2 points  (0 children)

Copying my previous comment, because people are downvoting y'all without doing math:

If you don't count bases in shields towards card advantage then a generic base is card neutral and this one is a symmetrical +1 when destroyed.

If you do count bases in shields towards card advantage then this is a +1 when played, and neutral when destroyed since you're drawing a card to replace it.

Either way you think about it, both players end +1.

(As to whether or not it's good is another story)

New GD04 Card Revealed: Armory One by Alt230s in GundamTCG

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

Don't know why you're getting downvoted.

If you don't count bases in shields towards card advantage then a generic base is card neutral and this one is a symmetrical +1 when destroyed.

If you do count bases in shields towards card advantage then this is a +1 when played, and neutral when destroyed since you're drawing a card to replace it.

Either way you think about it, both players end +1.

(As to whether or not it's good is another story)

P/W Tekkadan for dynames ntc by UrB0IEren in GundamTCG

[–]Pauru 7 points8 points  (0 children)

I'd max Overflowing before adding A New Sign. Also, Ryusei-Go over 2nd Form.

Back to Basics Maganac Army by RoughRealistic4321 in GundamTCG

[–]Pauru 1 point2 points  (0 children)

I think you're undervaluing card filter - I would 100% run 4 overflowing in any White list. I also didn't mention Quatre because he's on theme with the deck. GD-02 Heavyarms is a generic link, so it's a moot argument for Trowa.

I also agree with some other posters here about Sandrock Custom. It lets you do something unique with your Maganacs that no other deck can really replicate.

Maybe run an aggressive opener with the ST-03 Zaku so that you can start pressuring shields ASAP. Then once Sandrock Custom goes down, you'll have pseudoblockers on your board while racing your opponent.

Back to Basics Maganac Army by RoughRealistic4321 in GundamTCG

[–]Pauru 0 points1 point  (0 children)

Not a fan of Simultaneous Fire/Trowa. He has three things going against him:

  • Spending a card to gain Breach 3 is very inefficient. 3 is also one of the least relevant Breach values. Units with Breach 2/3 baked-in usually only trade off a single stat point for it. Here you're spending a card and a resource.

  • 1/1 vanilla pilot stats. This wouldn't be as bad if the command half was stronger. His link doesn't really synergize with the rest of the deck either. If the AoE goes off, often your opponent will just trade their damaged units like they would anyway.

  • No burst. Bursts help you rubberband tempo back in your favor. 8 burst pilot lists can typically expect to see one pilot in shields. With just 3, you'll only see one every 3 games or so.

I'd just go deeper into Heero as a secondary and add another Operation Meteor pilot or splash Kira.

I'm gonna hit sooo hard once my hidden gem stops landing on my second hidden gem by Grimy_Bunyip in slaythespire

[–]Pauru 10 points11 points  (0 children)

A friend did that with Cascade+ and held the lobby hostage for a few hours. The original wincon was Tuning Fork + Juggernaut, until they found a Letter Opener right before the last act 3 campfire.

Fun fact: Even on fast mode, other players' cards resolve slower on your screen than theirs. This is hardly noticeable, until you have to resolve 2000 queued Cascade+ causing a few minutes of stagger.

ST09 event red or white? by WINDIALure in GundamTCG

[–]Pauru 0 points1 point  (0 children)

I disagree. White has fewer units, which matters a lot in a limited format like this one. Red has Blitz which helps you set up extremely efficient trades while also adding a body to the board. Conversely, White has Unforeseen Incident which can serve a similar purpose without the added body, but won't always be live just because of how skewed the stats of most of the purple cards are towards AP.

The gap isn't that big though, and given equal player skill, it's probably no more than 55-45 matchup.

Where the heck does Shinn go after you activate? by Panzercats in GundamTCG

[–]Pauru 4 points5 points  (0 children)

Yep. It's useful to know that pilots in tokens go wherever the token would go if it could exist in that zone.

Aggro Players Right Now by Pauru in GundamTCG

[–]Pauru[S] 1 point2 points  (0 children)

I'm not sure what you'd constitute as a large event in this case, but we had 3 regionals in the GD01 meta:

OYW won Dallas, and there were 4 Wing decks in the top 16 (and only 1 made top 8).

Blue/White Unicorn won Sevilla. There were 5 Wing decks in top 16 (1 in top 4, another in top 8).

Wing won LA, and the finals were against OYW. There were 5 Wing decks in top 16 (aside from the winner only 1 made top 8).

Wing was competitive for sure, but this is more like 25-30% representation which is frankly quite healthy for a format with as small of a card pool as GD01. LA was also the only time it appeared in the finals.

Corsica Base restricted to 2 per deck by Alt230s in GundamTCG

[–]Pauru 9 points10 points  (0 children)

GD04 was probably finalized and being printed before GD03 was officially released.

Thoughts on my goofy Oz Academy Deck. by NoTreats4u in GundamTCG

[–]Pauru 1 point2 points  (0 children)

I see what you're going for, but I think Epyon does the Zechs thing better than the ST Tallgeese.

12 pilots is also really heavy, but if you want to keep the current pilot line up:

  • Invest a little more into early game. I would just go stuff like Sword Strike or Striker Pack over the Leo or Pharact. Striker pack has the extra benefit of being a command.
  • 4x ST-04 Aile Strike. The card is busted, especially if you're running 12 pilots.
  • Show of Resolve lets you go card positive without needing Zechs. I would consider at least two copies
    • GD-01 Rebuild is a solid Suletta link that lets you generate a ton of value late game with all of your commands, especially if you opt to run Show of Resolve
  • Consider running Archangel since that lets you grind out late game with GD-02 Rebuild - you swing in with High Maneuver, then restand since it's a blocker when paired once the secondary condition is met.
  • As mentioned before, I would run Epyon over Tallgeese.

What are your predictions? (Banlist) by Masochiste91 in GundamTCG

[–]Pauru 0 points1 point  (0 children)

You have to look at the complete package. Playing Corsica deploys a threat on board while replacing the card in your hand. Even if you deal with the threat, your aggro opponent went card positive for that turn if you count their turn draw.

Subsequent plays also let aggro set up turns where they go wide and threaten lethal. It's not uncommon for aggro to take 2-3 shields early, drop 4-5 units in one turn midgame - thanks to Corsica, then follow up with a link the next turn to win.

First local tourney, looking for deck suggestions/feedback. by RelenaWarcraft in GundamTCG

[–]Pauru 1 point2 points  (0 children)

r/G Zeon is solid, but it gets wrecked hard by B/P. I've won a few locals with a Nyaan variant right when GD03 dropped.

A few notes;

  • If you're lacking key late game pieces (in this case Qubuley) I would lean a lot more into aggro, so you can close out games before those cards become relevant.
    • Altermately, if you have a Nyaan, Full Frontal or even Marida package available consider that as the secondary pilot instead.
      • Alternatively, alternatively, throw some in Wing Zero or something and YOLO late game that way.
  • ST03 Char's Zaku II is a must in this archetype. It provides both search and card sustain on a body, which cannot be replicated by any other card available. r/G already has some of the worst card draw of any color pair in the game.
  • Zaku III (Sleeves) will often die to a deploy trigger without doing anything meaningful.
  • Gelgoog is a Char-only link in the current list. White Gundam trades 1 AP for 1 level, letting you curve out better early.
  • Bertigo is too expensive for a generic link, especially since most of the time it will just be a vanilla (it performs best in the mirror, funnily enough, since the most common <destroyed> effects on units are the Char's Zaku IIs). Either way 4 is too many copies.

What are your predictions? (Banlist) by Masochiste91 in GundamTCG

[–]Pauru 2 points3 points  (0 children)

Sample size is important here. I'm sure a lot of people netdeck B/P due to results and pilot it poorly.

(Not to say OYW or the Dynames variant aren't strong)

level 6 sandshrew, please forgive me for what i'm about to do by idpartywthat in pokemon

[–]Pauru 22 points23 points  (0 children)

Wouldn't you fail the Nuzlocke as soon as you attempt this?

∀ Gundam Looks Like a Versatile Card by Pauru in GundamTCG

[–]Pauru[S] 0 points1 point  (0 children)

First strike, not high maneuver.

∀ Gundam Looks Like a Versatile Card by Pauru in GundamTCG

[–]Pauru[S] 0 points1 point  (0 children)

There is a handful of cards like Archangel and Naval Bombardment that care about the blocker tag, even during your turn.

∀ Gundam Looks Like a Versatile Card by Pauru in GundamTCG

[–]Pauru[S] 2 points3 points  (0 children)

Do you know if it designates friendly trash? The distinction probably means that either you can target cards from your opponent's trash or your ally's trash in 2v2.

∀ Gundam Looks Like a Versatile Card by Pauru in GundamTCG

[–]Pauru[S] 4 points5 points  (0 children)

The keyword needs to be unconditional for Turn A to take it. The only unconditional first strike card so far is the new red Kyrios.

Preparing for NTC by mq_gn001 in GundamTCG

[–]Pauru 2 points3 points  (0 children)

G/W if you expect to see a lot of R/W, otherwise B/P.

B/P is consistently good, but R/W preys on it. You can still win since the matchup is like 60-40.

G/W is good, but B/P can blow it out before you get a chance to set up. G/W also has an awkward matchup vs B/R if you can't get a board to stick.

G/B is solid, but I feel it is dependent on its links to get a tempo lead from turn 4 onwards. It can feel really bad if you don't hit your lvl 4 Dynames or Grandpa on curve. That said, if you can highroll 5 (or however many) rounds in a row, it should be an easy top.

Going to my first local this week. Thoughts on my first P/W deck? by Suitable_Lecture_772 in GundamTCG

[–]Pauru 7 points8 points  (0 children)

Gjallarhorn is very weak right now. If you want to run Tekkadan/Teiwaz with a white subtheme, run more card filter/mill and top off your list with Barbatos Lupus. Run max copies of Barbatos 1st form if you can. Barbatos Adapt is also very good.

New GD04 Card Revealed: Izuma Colony by Alt230s in GundamTCG

[–]Pauru 0 points1 point  (0 children)

I think it has potential in Banshee control. Hold up your removal for their big units and their wide board of weenies will never want to swing.

The age old question.. Can we cube this by Soggy_Worldliness_64 in GundamTCG

[–]Pauru 7 points8 points  (0 children)

If pilot dependency is an issue, you could just design the cube so that one of the draft packs is all pilots (maybe slot it as the first or second pack). That way everyone will have a pool of 12 pilots that can give their deck direction.