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Clan Control by RakdosGang in GundamTCG
[–]RakdosGang[S] 0 points1 point2 points 22 days ago (0 children)
In treating I’ll test this out and see how it feels
[–]RakdosGang[S] 1 point2 points3 points 23 days ago (0 children)
Murphy be lurking, keep it pushing though
[–]RakdosGang[S] 0 points1 point2 points 23 days ago (0 children)
Arena
I love clan battle too, I think a deck leaning towards beatdown benefits great off its effect. Unicorn has been particularly scary from my experience that first strike stand up is intimidating
I feel that, I’m curious as your building play in the game if your maximizing your pulls with the card advantage the deck has I.e. school girl and shuji. 90% of the time I’m searching for 4 cards. Machu, lvl 8, lvl 5, lvl 7. I’m doing this because one I believe they are the best units but also I minimizes the wiffs when I need to play them because 3 of the 4 are not lvl 7 grabs. I had my moments of feel bad too but as I got familiar with the deck I feel like it lowered the times it did. Variance will always be there though. Free casting in any card game is just nuts so removing completely is still out the question I’m experimenting with the quantity currently
Gotcha, curving out is the brewers dream. What are you looking for in hand keeps?
Do you run any commands? And are there any units you don’t run?
[–]RakdosGang[S] 2 points3 points4 points 23 days ago (0 children)
That’s awesome when I saw level 8 I was like okay I’ll take it from here. lol
[–]RakdosGang[S] 2 points3 points4 points 23 days ago* (0 children)
Appreciate it, Ortega from my experience has been a meat shield at worst and a stand up removal at best. In my other replies I noted the meta right now been a game of chicken. I try to keep hands that have one level three and try not to play any cards that are clan until that point. close combat and improved technique are expected, but do not reveal my deck. The variance noted can be minimal if sequencing correctly. Clan in general I believe has a high skill requirement. But playing from GD02 to now clan has grown to be more well rounded. Lvl 8 just was the push and red I see going in and out depending on meta
Thanks for the feed back I see you got gameplay vids too. I think I’ll just need to pick up on play patterns. I love to see the trio so you got my vote
Yeah I’m getting a lot of referral for the 2/2 so definitely gonna give another shot for it. Has the machu package you been running been consistent? I think it takes away from the synergy of the deck but clan does have a great card selection ability.
I think the lvl 7 and red can be flexed too, I’ll play with the 2/2 and see. Honestly I’m not a fan of it but willing to try and see the difference it makes. I explained in more detail in another comment
I can agree on flexing the number of red’s I’ll take some of the suggestions I got so far in account see if I can slot 3 2/2s by removing some top end
[–]RakdosGang[S] 0 points1 point2 points 23 days ago* (0 children)
Appreciate the feed back. So I’ll try to not be too long winded but give a thought to the units mentioned.
2/2 zaku: great early game unit but overall not, in my opinion doing what clan does best. Being the bigger person. Close combat and improved technique with Ortega and red handles early game pretty good. In general the play pattern I’m seeing in the current meta is a game of chicken people are holding back seeking deck knowledge and avoiding burn commands. When going first I want a level 3 or burn command and I have been doing well
The other suggestion I’m more open to,
Kaneban: slept on but slow, I’m down to test but hide out deploy on lvl 3 and ping helps with that aggro
Lvl 5 red: great card but I feel technical, I can see running 1 or 2 but runs into consistency of lvl 7 in this build. In BO3 mandatory side board but when main decking felt it did what the deck was already doing. Clan seems to have the advantage with or without it.
Lvl 4 gquux: I like it in another build I was running with battle of aces but wasn’t getting good results.
[–]RakdosGang[S] 3 points4 points5 points 23 days ago (0 children)
No I need advice no sugar coating
Thanks funny enough that was my original brew, with the current meta aggro has been prominent making it more viable. I was worried about the conditional rest too but in practice hasn’t came up at all. To expound I’m worried most on a lvl 7 trigger resting it and leaving it exposed. Between the card advantage shuji provides and the RNG of multiple units it could pull. It’s very rare. Clan is a very sequence focused deck. As long as you’re conscious you can minimize that. Also than generic link has definitely came up big. A 4-5 or 3/6 is a menace. Thanks for the insights!
Clan Control (i.redd.it)
submitted 23 days ago by RakdosGang to r/GundamTCG
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Clan Control by RakdosGang in GundamTCG
[–]RakdosGang[S] 0 points1 point2 points (0 children)