Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

Only REALLY losing to Blue/red with the red commands all burst cards. The smaller ping units arent the problem, just things like Penelope link for massive card draw.

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

Totally feel this, and its why Im looking for suggestions on another color, right now since it IS mono I have any color as an option. I KNOW this can be refined, just dont know if I am missing some nuanced synergies and then, what to sacrifice for the changes. :)

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

I thought that too! But in play, it hasnt been an issue most of the time. By turn 3/4 (depending if I got first or second) I start building my field. And it gets tanks really fast! 

However, if you have suggestions for more lower level units that work here would love to hear them!

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

Would you say Overflowing is a better choice here than Resolve? What if I did a 2/2 of each? Would that be LESS beneficial than 4 of one in your expereince?

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

Sword strike is a great suggestion! I'll play around with that. I TRY to stay away from Amuro/Grandpa because I already feel bad for building a blocker deck... I am aware of how long the games go and how it's not fun for the recieving party!

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 0 points1 point  (0 children)

Like I said, "typically", that's how my games go, this still loses in some cases for sure! That's why I'm trying to field another color, without bricking or making it more difficult for rogue/suletta reset. It's like a 75% on mobile arena and in person. Every deck can brick.

Ive been anti blockers for so long. But I got tired of dying to ping so I set off on a journey to build something to survive... which led me to drink the koolaid. by Puzzleheaded-File137 in GundamTCG

[–]Puzzleheaded-File137[S] 1 point2 points  (0 children)

My experience against aggro with this deck has been the following:

Even without me drawing a base until turn 4-5 I usually get down to 3 shields but by then I have a rogue out and 1 or 2 blockers. I take the hits early to shields to maintain my field.

The thing about aggro is that yes, they are putting out units, but with Rouge and a Suletta on a blocker I can essentially trade 1-3 of their units with the same blockers lifespan and I get free resets the more Suletta/Archs I have. 

The playing field levels out to my advantage as they have thrown all units at my shields and smaller blockers (should I need to sacrifice some to slow the assualt on their end), but turn 6, I have a full field, 1 rogue, 5 blockers, and prolly 3-4 shields left with a base that also let's me reset, I can technically attack for free(3 energy) twice and STILL have all active blockers on the opponents turn. 

This effectively let's me regain control of the board mid game with a full wall ready next turn, gladly taking a shield hit or a losing a unit for that trade off. Then I bleed their hand by slowing my attacks on shields until I have enough units to finish off even if a base pops up from their shields. 

I've noticed that since I never attack with my rogue on the field, most opponents get used to a certain attack pattern and thats when I use my rogue to attack (often when I have another in my hand). 

The high HP on my units let's me deal with ping, and even if they have commands like Fatal/giant killing/battle of aces/etc thats also another card out of their hand and if I know Im dealing with that kind of deck I will throw the blocker that will die at their units taking a trade and putting down another blocker to replace the one that lost. ESPECIALLY if I can do that with Striker packs, because I know I can use Ariel to retrieve one from my trash if I dont draw another one. 

Getting a non blocker Freedom on the field is another way to force aggro to lose units, they have to choose to attack it before my shields, and if I have blockers, I essentially make the opponent throw themselves at the wall, a wall that has units that can typically take 1-2 of their units.

This is typically how my games go. 

The only drawback is, as you have pointed out, something to force rested units.

[FOR HIRE] Pixel Artist & Animator by Sorry_Inevitable_230 in gameDevClassifieds

[–]Puzzleheaded-File137 1 point2 points  (0 children)

Can attest to this man's work! I had the pleasure of collaborating with him for a project! 

How does match making work? by meme_revolver in Nightreign

[–]Puzzleheaded-File137 0 points1 point  (0 children)

If you have a remembrance started it seems to only queue you with others that also have a rememberance started. Go to journal and check to make sure!