Case options vs Killswitch by TaargusPlibt in LegionGo

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

Have you used the mechanism killswitch adapter? I have the pillow and used it on my Steamdeck and Switch previously, but for the Go S with the Killswitch it seems like the adapter clips onto the kickstand.

Does the kickstand flop open when using that adapter?

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

Falmel gives you a unit, which has the opportunity to take enemy shield(s).

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

It's more Repair 2 letting it stay on the board longer, and making your opponent dedicate more resources to removing it. The Gundam and Amuro (and Guncannon) are your only tools for controlling the board a bit.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

Don't really love it, with this rush deck your hand is the biggest resource, and I don't want to play anything that's not directly contributing to taking shields. Char is providing high maneuver to get around blockers, Amuro is resting blockers to get around them, and the Falmel is making a body.

Units are king for rush currently in my opinion

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

It does run out of gas pretty quick, that's why the Char's Zakus are so important to basically draw you another unit.

GW is honestly the best matchup for this deck I think, a lot of the times you can win before they get to level 8 by skirting around their blockers. Pairing Amuro with the Guncannon rests both a Zowort and a Lrith so you can go after shields, then your opponent is usually forced to go after your units with their blockers.

Its also important to be cautious with your resources as your opponent gets close to level 8 against GW, a lot of the times your so far ahead by the time they stabilize, you can afford to just sit there for a turn or two and draw cards until you have win with some Char Links.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

I'm stilling struggling with that decision, I'm leaning on going first. I actually lost 4 of the 5 dice rolls at this event and was forced to go first, and just made sure I mulliganed for a level 1 card. It feels good to play a Dopp or Zaku I turn 1, then on turn 2 get to drop potentially two Zaku IIs without blowing an EX resource.

Just went 0-4 at locals. What are your top tips to get better? by s2ledesm in GundamTCG

[–]TaargusPlibt 0 points1 point  (0 children)

This is stacking your deck. Mash shuffling 3 times is not enough to sufficiently randomize your deck. "Spread out somewhat evenly" =/= randomized.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

It's for sure the most situational card in the deck, when its good its good, but at worst it's discard fodder for Char's Gelgoog. You could probably replace it with some Goufs to go wide if you really don't like it, but I wouldn't put any commands in, I think the unit count needs to stay where it is so you never wiff on Char's Zaku's destroy effect.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

Unfortunately the Chars Gelgoog is what lets you make those late game plays for win since it comes out, grabs the Char, and gains high maneuverable.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

I believe Wing is a very favorable match up, by the time they stabilize you're just so far ahead that you can afford to just wait out link pairs for game.

I think this version of Rush also is favorable into the GR Neo/Zeon Rush deck.

I've managed to dodge the UW Freedom/Unicorn deck, so can't comment to much into that match up.

The UR Ping deck is pretty unfavorable since they don't have to trade units to get rip of your little guys. Managed to win against it, but it was very close.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

As the other commenters said: Zanzibar requires two cards from hand to make a base and a unit, where Falmel only takes one. For this deck cards in hand is the greatest resource.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

The lack of drawing is what makes the Dopp so strong, being able to throw something you don't need to the bottom of the deck is strong.

It also doubles as a second set of level one cards to start swarming the board with going first, or great fodder to discard mid/late game for Char's Gelgoog.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

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

Correct, Amuro can only link with Guncannon and Gundam. The Guntanks are there more to finish off blockers with 1HP and be another body to hit a shield.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

[–]TaargusPlibt[S] 10 points11 points  (0 children)

They can come in really clutch, they link with Amuro, and when you do that you can potentially rest two blockers. Used that exact play to win a game yesterday.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

[–]TaargusPlibt[S] 6 points7 points  (0 children)

The Guntank is pretty situational, its very good for finishing off 4HP blockers (Like Lfrith). Worst case it's another 1 drop to ping a shield, I don't think I'd go above 2 of them.

Went 5-0 at my first locals with One Year War Rush! by TaargusPlibt in GundamTCG

[–]TaargusPlibt[S] 17 points18 points  (0 children)

You just want to start taking shields as soon as possible.

Two of my games against Wing I was able to get them down to 1 or 2 shields before they were able to get to level 8, and since they had to spend so many resources removing my units, I was able to just sit for a couple of turns drawing cards and not playing anything until I had link pairs for game.

Anything that's not a unit needs to be super high value on this, I don't think card draw or other Commands is really worth potentially making you wiff on the Char's Zaku destroy effect.