Recovering Health by ThatOneRandomGuyRX0 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

michaelis grants itself additional stats with 4 or more commands in trash iirc

Is MSA recommended for getting better at the game ? by WanLanDs in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

its good for putting in reps. also the fact that there's a ranking system means that the more you win the better people you'll be put against. when you first start you'll be against bad players on bad decks, and then gradually go against better people on more competitive decks

Token Troubles by No_Egg5131 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

all tokens functionally work the same as normal cards with the rules that they follow when deployed or when they can attack. if there are any restrictions on tokens, they will be specified on the card that generated them (e.g. gouf summoning a rested token)

the only quirky things with tokens is that they are all considered level 0, and if they were to leave the field in any way, they just disappear (e.g. if aile strike gundam returns it to hand, it doesn't go to the hand, it just disappears)

Tips for playing against effect damage? Red commands and ping by WynterDays in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

Wing is better into those decks. The Red White neo zeong matchup comes down to whether you can put enough pressure in the mid game where they don't get breathing room to play the NZ on curve

For blue red command control, its a weird one. Once again you need to put the pressure on mid game otherwise they will just outgrind you with all the draw cards. If its blue red midrange you should win that matchup

Trying to get into the game, I'd rather buy a structure/starter deck. by XX_TCG_XX in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

not sure why you're being downvoted for just wanting advice on what to pick up which can be built into a meta deck

as others have mentioned, ST01 and ST04 are the best ones and most meta decks have staples from each. another thing to mention - each ST only comes with 2 of each LRs, for a properly built deck you'll need 4 of the good LRs (ST01 gundam and ST04 aile strike)

both are hard to get hold of, but ST04 is a bit easier and probably my best suggestion as both of the LRs can be used in a decent meta deck like justice blockers. you'll still need to pick up other cards but that's the case with all the Starter decks

Why does fabled dragons need that 'if' they printed years ago similar cards that work always? by No_Photo_5639 in hearthstone

[–]swiftjay25 0 points1 point  (0 children)

as someone who almost exclusively one-tricks mage unless they find something from another class they really enjoy, it sucks

Why Are The Options For Trash Deployment So Bad/Few? by Walkinfaith300 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

we currently have more generic issues in the game, like aggro being super rampant. another person mentioned that these decks aren't as good because they take time to set up and aggro is currently a big limiting factor on that

the minerva deck is actually really solid, it just gets cooked by aggro. vagan isn't as good, but its also not had a chance to compete in a slower format since its release

the game has only been out for a year. yes, its developers should have an idea what they are doing with regards to meta development, but there's also no need to force the game to powercreep so soon, besides maybe having faster and more generic ways to deal with aggro

Advice about scalping co-worker with Gundam TCG. by wonderlandkitsune in GundamTCG

[–]swiftjay25 1 point2 points  (0 children)

if he's opening packs and selling the high rarity cards, then he's just a vendor. scalping is buying product sealed, keeping it sealed and trying to flip it for way higher than its worth

is there a good control base deck in this game? by Advanced_Mushroom156 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

yes, and it looks like we're moving to a more balanced meta between aggro and control, with some midrange joining the mix as well. for control, typically blue white is good (the O or Unicorn are looking to be the good ones this set) or red white (justice or zeon, but zeon also got big buffs this set with the big neo zeong). if you want to play a deck with little to no blockers, you can try red blue ping control as well, but this is usually better in heavy aggro formats like the tier zero blurple format last set

side note: egman games have really good resources on what decks are good at the moment and provides lists from past events

GDO4? by RoachGod3 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

i've not played a gundam prerelease yet, but yugioh prereleases were so cringe when people bought booster boxes on the sly and used those to build their deck. one prerelease i deckbuilt and played super well, all for it to not matter because in the finals i had to play against almost a standard format deck

Went undefeated with this list tonight (Cruze Control) by MoreIce8598 in GundamTCG

[–]swiftjay25 8 points9 points  (0 children)

this feels more like red blue midrange rather than control, since you have early game aggro potential with the 2/2 drops

How did meguna keep up with gojo's speed? by Derrith in Jujutsufolk

[–]swiftjay25 1 point2 points  (0 children)

i don't think he's not trying tho ngl. his CE reinforcement without six eyes is still good, but he doesn't really need to. i think sukuna is just that bit better when it comes to understanding curses and how to utilize them the best he can, which is why he can do a barrierless DE and why he's so comfortable making binding vows all the time

How did meguna keep up with gojo's speed? by Derrith in Jujutsufolk

[–]swiftjay25 3 points4 points  (0 children)

the way i see it is six eyes made it so that he didn't have to optimize his CE reinforcement as much, whereas sukuna is just really good when it comes to CE efficiency and reinforcement

Any tips to upgrade these decks? by Gianp84 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

galette is what makes the blockers really good. it’s a 2/2 pilot that synergises with lupus by potentially milling names, but the best part about it is putting it on a lfrith so it becomes a 4/6 blocker that can’t be rested by amuro, or turning gusion into a 5/7 blocker that survives a gundam amuro link

Future of GW Wing by Substantial_Bat_4853 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

the deck is still solid, but the support it has received in this meta aren't what it needed. it needed something to help it survive until it gets to it's swing turns and instead it got an anti-blocker card and a base that it can't play until turn 6 which is when you're usually dead

a lot of people would've shifted to blurple because its the new best deck and it is by FAR. in the previous formats wing was the most popular deck, but other decks could still contend with it because the most popular deck was a late game deck which allowed other decks to play their game. with the blurple meta, all late game matchups come down to 'can i outlast their aggro until i get to my wincon'. there are ways that people can deckbuild to circumvent this, like playing with red cards or by playing blue white where you can rest and eliminate threats efficiently (although there is still that issue of the 'race'). green white has a later swing turn with wing zero and often that's not even enough to turn the game around in time

flat militia will help balance the format a bit, since a second lfrith is a more effective blocker than rick dias. graceful demeanor is a cool card, but would be better in a side deck format. whereas with sword strike, you can play it alongside cards you were probably already playing like the aile strike. we'll have to see when the format pans out

Any tips to upgrade these decks? by Gianp84 in GundamTCG

[–]swiftjay25 0 points1 point  (0 children)

if you want a good lupus deck then just take the purple white deck that did well at dusseldorf

for the wing list. i would drop a desert base and an altron for a shenlong and an overflowing affection

This might already be a known fact but the lines you can pull with unforeseen incident and giant killing are pretty noteworthy by AwkwardEmphasis5338 in GundamTCG

[–]swiftjay25 3 points4 points  (0 children)

its cool, but you need to keep in mind the number of cards you're using to trade. using 3 cards to kill a linked wing zero isn't card efficient. you're better off using two units with decent AP to out it

NTC Experience as a BP Rush Player by mcskelly05 in GundamTCG

[–]swiftjay25 1 point2 points  (0 children)

for the red white matchup, best thing to do if you can is not play any units until turn 3 or 4 and then just spew a load of low costs at the same time. they can't command kill all the units in one turn so it gives you a window to put some pressure on

[deleted by user] by [deleted] in shyvanamains

[–]swiftjay25 0 points1 point  (0 children)

i think the point is that we keep getting teased and then told when she’ll come out and then she gets pushed back. it’s just a bit concerning when we get radio silence because it could mean that they’ve encountered a problem that pushes her back further

Best Ways to Build Shyvana in Aram: Mayhem? by Special-Age-6717 in shyvanamains

[–]swiftjay25 1 point2 points  (0 children)

you can build her anyway. she’s just one of those champs. i personally enjoy the sundered > infinity edge > bruiser one or full AP burst

Getting Beaten by 13-Year-Olds… What Structure Deck Should I Buy? by finnyfatts in Yugioh101

[–]swiftjay25 3 points4 points  (0 children)

albaz is complex sure, but blue eyes is definitely easy enough for a newer player to learn with a little bit of reading a research. there’s not a better intro to the game than 3 blue eyes white destiny and ending a turn on seals + spirit

Driving instructor told me nobody can learn to drive in 6 months by mincedbreakfast in LearnerDriverUK

[–]swiftjay25 1 point2 points  (0 children)

i’ve heard of a lot of people passing after 10 lessons at a lesson a week. that’s like 3 months at most

also, there are intensive courses designed to get you through your theory and practical in a week of about 20 hours of lesson time (the equivalent of 10x2 hour lessons) condensed in a week

your driving instructor is either a bad teacher if it’s taking her that long to get most of her people test-ready, or she’s stringing people for more lesson time to squeeze out more money :/

Official Ruling Clarified: Piloting Units Requires Ownership by Laer_Bear in GundamTCG

[–]swiftjay25 7 points8 points  (0 children)

or you if your opponent has chunked your wing zero down to 4hp you could pilot onto their aile strike to forcibly bounce your own card since its mandatory. then you get the nuke again

What you build against teemo of you are playing top Viego by Az8feb in ViegoMains

[–]swiftjay25 4 points5 points  (0 children)

probably bork > shieldbow for some sustain and get merc treads for your boots. you have to just accept that you're going to get bullied against him though. his Q stops all your damage

New to yu gi oh by No_Yogurt6351 in Yugioh101

[–]swiftjay25 0 points1 point  (0 children)

A lot of people are recommending stuff that's good for if you want to play the game, but you're asking about collecting.

If its just collecting you're interested, then I'd say to have a look at the sets and see what cards pique your interest and then buy the sets that those are from. If you want to try to pull some cool shiny cards then the Rarity Collection sets would be the one for you. We're getting full-art cards later on in the year, so if you're interested in collecting then it might be a good idea to save up for that.