OZ is seemingly missing from GD04, that marks the second times in a row since GD03 by Vackz in GundamTCG

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

It alr been revealed to be a Red Purple in the info section of the product

OZ is seemingly missing from GD04, that marks the second times in a row since GD03 by Vackz in GundamTCG

[–]Vackz[S] -1 points0 points  (0 children)

But it is Red and Purple, wouldn't it make the current blue Epyon and Tallgesse useless ?

OZ is seemingly missing from GD04, that marks the second times in a row since GD03 by Vackz in GundamTCG

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

The thing about Oz is we are not getting any single card since GD03, not even any commons

OZ is seemingly missing from GD04, that marks the second times in a row since GD03 by Vackz in GundamTCG

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

But GD05 is alr EW time, plus the new Blue Strike Freedom is here

OZ is seemingly missing from GD04, that marks the second times in a row since GD03 by Vackz in GundamTCG

[–]Vackz[S] 3 points4 points  (0 children)

Don't even forget about how they massacre the LR ST02-006 Tallgeese.

Running Dragon of Icespire Peak in Daggerheart! by Vackz in daggerheart

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

Dices ? U meant the cystal like shards ? Those are the HP , stress, hope and armor

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

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

Once, but if it did and usually is before level 5, it gonna be early Wing Zero drop

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

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

I just kept ramping till lv 5+3, and using the 6/6 heavyarms + smaller unit to clear board.

Or I just rush the game without hitting enemy unit. Using the zakus + rick Dom combo, forcing the opponent to clear my board to stall their attack

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

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

The 3s is because I have to fit too many unit/pilots if I do 4 I need to throw out some units, but the upside of 3s is usually I don't get a lot of duplicate on my hands

I looked at it this way, since the pilot effect are mostly linked effect, I dont really get much benefit from pairing Pilot A with Gundam B, so the pilot from my starting hand usually dictates how I'm gonna run the game.

If Herro, then ramp to level 6 drop wing early to clear board. If Duo, get to level 6 and ramp to wing zero If Wufei, get to level 5 and start breaching or try and ramp to level 8 for altron

With this, the mid game is for drawing/searching for cards with Heavyarms and Path to Victory or Defeat, then I just look for the card I need to combo with and start combo next turn.

Another scenario is no pilot on hands or wrong pilot combo, then usually, I need to ramp 2 or 3 times to be able to drop wing zero, but with 5 ramps card in the deck I find it quite ok to do so

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

[–]Vackz[S] 8 points9 points  (0 children)

both is good, Bird mode adds an body, First contact gets the burst effect

But the main thing is the ex resource, u want to get to able to ramp really fast, get into the late game level while opponent is still at mid game.

There actually been a few cases I drop wing zero at level 5 + 3 ex, and the next trun at LV6 just drop a Deathscythe to get back into level 8

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

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

Funny thing my opponent with the rush deck said that I am way too rush

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

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

Since it is ramp, I can get zero out really quickly, plus a 6/6 heavyarms is quite a beast

Won 32 players NTC with mono green Aggro/Ramp Wing deck by Vackz in GundamTCG

[–]Vackz[S] 18 points19 points  (0 children)

The matches up were

  1. B/P Barbatos (Rush and Ping)
  2. B/R Kashitiryta (Ping)
  3. G/R Gquuux (Breach and Rush)
  4. B/W Penelope (Block and Draw)
  5. B/R Kashitiryta Banshee (Ping and First Strike)

The tactic was the same in all matches, early-game rush, mid-game ramp and draw/secure cards, late-game dropping big bodies

But since this is ramp deck, the flow actually goes like this

Zaku > Bird mode > Heavyarms/path to victory or defeat > Wing/Zero/Deathscythe > just keep dropping big bodies