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Gundam Card Game: Psycho Gundam! GD02 Meta Deck Profile!

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Gundam Card Game: Psycho Gundam! GD02 Meta Deck Profile!

Transcript

618 segments

0:00

[Music]

0:06

Hey everyone, Eggman here with another

0:08

video and today we've got my current

0:10

favorite deck for the GDO2 meta of the

0:13

Gundam card game. It is a build of

0:15

Psycho Gundam and you know kind of a

0:17

spoilers for a video that I made earlier

0:19

this week. But Psycho Gundam is just my

0:21

favorite card from the set right now. I

0:23

think the uh the way that it works is

0:25

really cool. The mechanics are great.

0:27

The way that you can build it a way

0:29

different. And I've seen people play

0:30

like a purple blue build. I've seen a

0:32

build of blue and red with the cybernew

0:34

type stuff. And today we've got a build

0:35

that's going to be a blue and white

0:37

build as well. So super excited to test

0:39

it out. I'm also going to be doing some

0:40

testing with this later today as this

0:41

video comes out on my live stream. So

0:43

make sure to check that out. And if you

0:44

guys are new to the channel, please make

0:45

sure to hit that like and subscribe. We

0:47

make a lot of content for the Gundam

0:49

card game. If you guys want also any of

0:50

my current builds for the Gundam card

0:52

game, you can find it linked in the

0:53

description too on my website, Eggman

0:55

Events. I'm going to continue to update

0:56

this build and many others on that kind

0:58

of table there. And there will be maybe

1:00

a chance that, you know, you're watching

1:01

this a week or two later and I've made

1:02

some minor changes based on maybe some

1:04

feedback and some testing that I've done

1:06

already. So, but yeah, we're going to

1:08

play a blue and white build for this

1:09

one. And we're going to talk about the

1:11

psycho Gundam. So, kind of two important

1:13

cards. We've got the psycho Gundam and

1:14

the four Muras here. So, if you guys

1:16

don't know what the psycho Gundam does,

1:18

it is a breach three and then also has

1:20

this during pair with the cybernew type

1:22

pilot which in blue and white. This is

1:24

the only one that exists right now. So,

1:26

that is a little bit tough that you can

1:28

only use it with four. But, uh, during

1:29

pair, uh, when one of your Titan units

1:31

destroys an enemy shield area card with

1:33

damage, this unit recovers two HP. So, a

1:35

couple things to note off this. So, this

1:37

can work off your own breach effect.

1:39

This could also mean that if something

1:40

that just has the Titan trait is able to

1:42

get rid of something in the shield area,

1:44

it also procs, but also this is not once

1:46

per turn. So, there have been a couple

1:48

times where I'm able to like use this

1:49

for like a double heal too, which

1:51

essentially gets me back to full health

1:53

more times than not, which I think is

1:54

really cool and it helps out the deck a

1:56

whole lot. So, really happy with this

1:58

card. And so, also the fact that it has

1:59

breach and kind of has this forward

2:01

momentum is really cool. You also could

2:03

play like blue green with this as well.

2:04

I haven't seen anyone try it out, but

2:06

the fact that you could just do

2:07

something like put Wu in here and then

2:08

you have like breach and you don't take

2:10

damage. I think that's like a really

2:11

really cool effect for this one. So,

2:13

love this. And then also the four

2:14

marasama here. So is a cybernew type and

2:17

titans type pilot here is a plus two

2:19

plus one. So with the psycho Gundam it

2:21

becomes a 66 and with the effect here.

2:24

So during link once per turn during your

2:26

turn uh when this unit recovers HP if

2:28

you have four or less cards in your hand

2:30

you get to draw one. So clearly like the

2:32

idea is that you put it in here and then

2:33

you're able to make a 66. As long as you

2:34

attack into something with less than six

2:37

uh h you know AP you're able to you know

2:39

breach likely get rid of something. If

2:41

they do have a base up, it does kind of

2:42

mitigate this effect, but you can

2:44

usually kind of play around it in one

2:45

way or the other. You get rid of their

2:46

thing, you get to heal up a little bit

2:48

and you get to get a card draw with all

2:50

that just works out really, really well.

2:52

It is a little bit clunky. You kind of

2:53

have to build into doing that effect.

2:55

But I think with the build that I

2:56

currently have right now, there's just a

2:57

lot of ways for you to be able to do

2:59

this and also just take advantage of the

3:01

fact that just this is a generic pilot

3:03

sometimes a plus two plus one and you

3:05

can get some great effects with it. So

3:06

these are kind of again important cards.

3:08

We're going to leave these up to the

3:09

side over here so you guys can remember

3:10

them. We go through them and let's go

3:12

through the rest of the deck. So, uh

3:14

hopefully you don't don't chastise me.

3:16

We're playing a blue white deck. So, you

3:17

know, we got to play our white blockers,

3:19

right? We got the as well as the Rick

3:21

Dios here, right? Um just great blockers

3:24

that lets us get to our late game a

3:25

little healthier as well. Also, kind of

3:27

based on the play style that I've been

3:28

doing, I don't really block too early

3:30

unless the trade is really really good

3:31

with it. I don't mind if they hit my

3:33

shields a little bit early because

3:34

usually that means that I can set up

3:36

like a really good psycho Gundam play.

3:37

There's also some cards that really

3:39

depend on how many blockers that I have

3:40

out. And so with that, I don't want to

3:42

give my opponent any like free

3:43

advantage. So I think that being able to

3:45

like just set up blockers. They can hit

3:47

my shields and I can get some card draw

3:48

from that as well. But we can usually

3:50

just kind of keep uh you know a steady

3:52

hand and keep waiting for them to give

3:54

us something as well. So we got a 4-3

3:56

split of the two of these. And uh I

3:58

think this is just pretty standard. If

3:59

you want to go more, you can. I've also

4:01

thought about putting Zort in the deck

4:02

as well just because sometime I usually

4:04

like going first with this deck um a lot

4:06

of the time just because you do get the

4:07

extra draw going first and if we're

4:09

trying to kind of like out card draw our

4:11

opponent or out resource our opponent

4:12

this comes up quite a bit. So the last

4:14

card for the level three spot we've got

4:16

two copies of the Marsai here. This is

4:18

just something that has the Titans

4:19

trait. So one you can link this with the

4:22

four here and you do be able to get a 54

4:24

that's able to uh you know attack the

4:26

turn that's played. Also the during link

4:28

effect remember this later. There are

4:29

ways for us to heal this card in this

4:31

deck. Uh which means that there are some

4:33

kind of sneaky, you know, draw ones that

4:34

we can do every once in a while. So,

4:36

there it is. All right. Next up, we've

4:37

got our level fours and uh it is just

4:40

the RX78. So, uh this guy is great. Uh

4:44

you guys don't need me to tell you this.

4:45

This is probably one of the strongest

4:46

cards in the game right now. And there

4:48

are so many games where I'm like, if I

4:49

see this with Omro early, I just win. Uh

4:52

it's just super good. But I've also been

4:53

really impressed with this Gundam as

4:55

well. Uh this is the GDO1 one. So it

4:58

does have this uh all of your white base

4:59

team gets b repair one but also uh when

5:02

paired if you have three uh sorry two or

5:04

more other units in play get to draw um

5:06

one card. So usually what I kind of do

5:08

with this is that I kind of set up my

5:09

blockers early and then like if I have

5:11

like a good like Gundam with Omoro play

5:13

uh setup then I can use that effect. I

5:15

get to get the card draw from the Omro

5:17

with the pair here and then I still have

5:18

my blockers up for you know potential

5:20

other plays too and even like usually

5:22

protect this and then I can like attack

5:24

with it again which is really really

5:26

good. So, I like all these. These are

5:27

great. The fact that they all link with

5:29

Omro is really, really good and should

5:31

not be surprised uh with with a lot of

5:33

blue decks, right? Like Omro is just

5:34

really really tough to pass up as a card

5:37

that you want to use. So, there we go.

5:39

Breaking into our fives, we do have two

5:42

copies of Psycho Gundam MA mode. Uh this

5:44

is just a repair too that links with any

5:45

cyber new type. So, obviously it links

5:47

with the uh the four Masama here. So,

5:50

there are just some times where I'm

5:51

like, you know what, I can just play

5:52

this on curve. I can get the damage

5:54

there. There are it's usually like early

5:57

game I have too many cards in my hand

5:58

for this, you know, to actually get me

6:00

the card draw if I play it on curve. But

6:02

like the repair two, it's just kind of

6:03

like a mini copy of like Gundam and

6:05

Omaro. So I think that's good by itself.

6:08

Not not like my I don't think I play

6:10

more than two of this. The fact that it

6:11

does link with this is good in its own

6:13

way, but I think like it's just kind of

6:14

fine. Sometimes it's like a little bit

6:16

expensive. The stats for it are not like

6:17

super impressive all the time. I mean,

6:19

it has the exact same stats as the

6:21

Gundam right here, but like the the

6:23

trade-off, like this card's like clearly

6:25

better. Like look look at these two

6:26

cards. Like this one is like clearly

6:28

better for like the same level kind of

6:30

thing. So, uh it's it's tough to make

6:32

this card any better than it is. Uh but

6:34

I do think we'd play a couple copies of

6:36

these just because it does have the

6:37

synergy with the four there which helps

6:39

us there. So, there we go. All right. We

6:41

also do have two copies of Alt Strike.

6:43

Um there this is probably like one of

6:45

the the weaker cards in the deck right

6:46

now, but there are kind of like some

6:48

decision points on how we want to build

6:49

this. You're going to see that we went

6:50

more with the strike package than

6:52

necessarily the um uh some other

6:55

packages. I have thought about using

6:56

like academy with like Cleta instead,

6:58

but two copies of Kira gen definitely do

7:01

a lot of work. They're really good even

7:02

if you have like the off pair with one

7:04

of these GD1 Gundams and it's really

7:06

helpful to get those effects. So, also

7:09

there's just some weird times where uh

7:11

you like not necessarily but like you

7:12

can put like Kira and Psycho Gundam. You

7:14

don't get like the heal or the card

7:15

draw, but you do get like the be able to

7:17

get out of damage and then later you can

7:19

heal it up with with something. So, I

7:21

think this is like fine. Uh and

7:22

spoilers, we are playing Kira as well,

7:24

but that is the end of the level five.

7:26

So, we are also playing three copies of

7:29

the Psycho Gundam here. Uh I really want

7:31

to bump it up to four copies and if you

7:33

guys want to do so, I don't think that's

7:35

too insane there. Uh, but it is like the

7:37

the hallmark for the deck. It's part of

7:39

the great things about it. And my

7:41

favorite thing about this card is that

7:42

it it you're able to fight for board and

7:44

also start pressing for game, right? Uh,

7:46

generally speaking, like I don't really

7:48

press my opponent too much. Uh, and if

7:50

unless they play a base themselves, uh,

7:52

which usually means that they're a

7:53

little bit behind on tempo. I get to

7:55

just use this and I get to break an EX

7:57

base, which is great. And then I get the

7:58

card draw off the four. I get to heal

8:00

this back to a 66. And then I have like

8:03

some really great ways to defend this

8:04

and then just kind of play defend the

8:06

psycho Gundam in that way. So um three

8:09

three for sure. If you want to play

8:10

four, you can. But um I do think this is

8:12

again it's the hallmark for the deck.

8:14

You definitely want to play uh three or

8:16

four copies of it. So uh and then to

8:17

kind of wrap it up, we do have the seven

8:19

drop Freedom Gundam. This card's just

8:21

insane. Uh right, it's maybe a little

8:23

bit expensive for some matchups, right?

8:24

But the fact that you are able to play

8:26

this out, it has really good synergy

8:27

with their psycho Gundam. So if there's

8:29

something that we want to attack into

8:30

with psycho Gundam, uh we can do

8:32

something where we play freedom, we play

8:34

like the cure, any pilot to give the

8:36

minus AP and then you're able to like

8:38

attack psycho Gundam underneath it and

8:39

then it's able to survive kind of thing.

8:41

So I think that's something that's

8:42

really great. This is obviously one of

8:44

the best blockers I think in the game

8:45

right now. Uh if I wasn't playing Kira

8:47

though, I don't know if I would play

8:48

this card. So if you want to try maybe a

8:50

different pilot solution, you can. But I

8:52

don't think this is like a bad card and

8:53

sometimes it just kind of wins the game

8:55

at the endame cuz it's just really

8:56

tricky for some of the lower to the

8:58

ground pieces to kind of trade into it.

9:00

So there it is there. So those are all

9:01

the units that we have. We have 24 units

9:03

in this deck which is a little bit on

9:05

the low side. Uh spoilers, we are

9:07

playing striker packs. So technically

9:08

we're playing 27 units if you want to

9:10

think of it that way. But um you know

9:12

that's definitely one thing that I'm

9:13

like man I can I wouldn't run any less

9:15

units. If you're trying to change any

9:17

ratios, I would likely add one more unit

9:19

or so, and we can talk about what cards

9:21

we do for that. But these are the the

9:23

units that we have there. So,

9:24

pilot-wise, it should be pretty standard

9:27

for Omro.

9:29

That's all I need to say. We are also

9:30

playing two copies of Kira. Um, again,

9:32

this does link with the Aest Strike as

9:34

well as the Freedom Gundam, but this is

9:36

also just like a really good pilot to

9:38

put into any unit, right? especially if

9:40

we're trying to play this game like this

9:41

is kind of like a repair control deck

9:43

where uh we just have these units and

9:45

it's very easy for us to just repair

9:47

them up, have them at whole, you know,

9:48

full health the entire time and it's

9:50

really tricky for your opponent to

9:52

actually take board control away from

9:53

us, which is I think a really cool

9:55

hallmark for what this deck wants to be.

9:57

So, we've got these six pilots and then

9:59

unsurprisingly, we are also playing four

10:01

copies of the four here. So, I am

10:04

working on my uh com or what the the

10:06

rare plus collection of these. But um

10:08

again, this this one again, it can be a

10:10

little bit clunky, but you can see that

10:12

uh one, you can put it in the GD1

10:13

Gundam, it can get us a card draw, we

10:15

can put it in the uh RX Gundam, and even

10:17

just making this a 65 uh aggressively is

10:20

good enough. The fact that we can put it

10:21

in a strike to get rid of a token or

10:23

something, and we can also put in the

10:24

Freedom Gundam. So, uh and it links with

10:27

also the um the MA mode, the psycho

10:30

Gundam, as well as the the Mirisai. So,

10:33

it's not like a terrible pilot. I I want

10:35

to run for it cuz I feel like we need to

10:36

find it all the time. And um it might

10:38

make more sense if we're playing more

10:39

copies of Psycho Gundam, too. But I

10:41

think it's a a great pilot when it

10:43

works. And again, like if we can play a

10:45

really stellar game of defends Gundam,

10:47

we just keep drawing cards and we're

10:49

going to have a hard time for your

10:50

opponent to like really interact with

10:52

them. So those are the pilots there. So

10:54

moving into the commands, we have quite

10:56

a few. We are playing four copies of the

10:58

overflowing affection here. Um I do

11:00

think this is a card that is probably

11:02

like better than show of resolve here.

11:04

The other reason for it is that we don't

11:05

necessarily need to have more cards in

11:07

our hand. We just need to have the right

11:08

cards in our hand because we do have

11:10

ways to draw cards alternatively outside

11:12

of the the show of resolve there. So,

11:14

we're playing four. It's really

11:16

important especially since if we're

11:17

going first on six if we don't have the

11:19

four Masama or we don't have the psycho

11:20

Gundam, we can play this. We can play

11:22

the four and the psycho Gundam in the

11:24

same turn and that's really really

11:25

helpful. So, I think four is like the

11:27

right number of the uh overflowing. If

11:29

you want to go down to three, go for it.

11:31

But this has been I think it's kind of

11:33

saved us on a lot of consistency because

11:35

our hand size not is not always going to

11:36

be large but we're going to have a lot

11:38

of value from it. We also have three

11:40

copies of the uh overflowing affection

11:42

which uh this is the entire reason I'm

11:44

playing this deck. I I'm not even

11:46

kidding. Like this is the reason I think

11:47

this deck really works. I've been really

11:49

tempted to put a fourth copy into the

11:51

deck and I have not done it and it's

11:52

probably for the best. If you want to

11:53

run four for it, go for it cuz this card

11:56

just has won me games in the past. And

11:58

the biggest reason that I play this card

12:00

is with this guy. So, when I did a lot

12:02

of testing with Psycho Gundam, I was

12:03

just like, well, I can kind of trade

12:05

with things really, you know, cleanly.

12:07

But the biggest issue is that uh, you

12:09

know, I only have 6 HP and there's like

12:11

a bunch of like seven AP units that

12:13

exist in this game right now like

12:15

Cashatria. There's also like the uh like

12:18

the Cublet, right? We also have just a

12:20

bunch of cards like that that it's kind

12:22

of tricky for us to trade with and

12:24

survive, right? So with that we can

12:27

attack, you know, we can attack with

12:28

psycho Gundam. Let's say they play

12:29

Kashatri on five and we're at six. So we

12:32

can play psycho Gundam for four. We can

12:34

use the four Masama afterwards. Uh so

12:36

this is now a 66. We attack into it into

12:38

their 75 and then we can use the

12:40

overflowing uh or sorry not the

12:42

overflowing, the unforeseen incident to

12:44

make them now a four uh a four five. So

12:47

they do four damage to us and then we

12:49

heal two back as long as we get rid of a

12:51

something in their shield area. And now

12:53

we're a 64. This card replaced itself

12:55

because we get to draw off the psycho

12:56

Gundam in most cases as long as we have

12:58

four or less cards after we use this.

13:00

And then they lost their cashatria and

13:01

then they have we have this big six HP

13:04

or AP unit on the board that if they

13:06

don't get rid of we get pressure with

13:07

again next turn. So I think that's

13:09

really really strong. I think that's

13:11

something that's really great for this

13:12

deck and it's like the choice combo for

13:14

it as well. So I've really thought about

13:16

using this at four copies again. We're

13:18

going to stay at three right now. Uh if

13:20

you want to play the four copies, I

13:21

don't think that's too outrageous for

13:22

you. So, there is that. And then, uh, to

13:25

kind of wrap up our commands, we kind of

13:27

spoiled it. We got three copies of

13:28

Striker Pack. Um, it's a unit. It's a

13:30

command. It has one of the best bursts.

13:31

It's another copy of Ilfreth any turn

13:33

after turn three. It's a very good card.

13:36

Uh, I think tokens are a little bit

13:37

weaker in general because there are some

13:39

ways to interact with it, but I'm never

13:41

upset to do this. If you want to go down

13:42

to two copies, you can, but again, this

13:44

kind of tech technically counts as one

13:46

of your units in your game, so you can't

13:48

really take it out fully. So, uh,

13:50

lastly, we've just got a couple more

13:51

cards. I do have one copy of Show of

13:52

Resolve. I don't know. This This is This

13:55

feels weird to say. This does sometimes

13:56

feel like the weakest card in the deck.

13:57

Uh just because like I don't necessarily

13:59

need to get more cards. Uh sometimes

14:01

this gets stuck in my hand. I don't have

14:03

anything to do with it. Uh and like

14:05

three resources is like a little bit

14:07

expensive in the mid game. So most of

14:09

the time I'd rather get the uh

14:10

overflowing affection instead. If you

14:12

guys like playing this card, I would

14:13

play no more than two copies of it. And

14:15

there are times like this can help you

14:17

win the game and get like the card

14:18

advantage way back in your favor. But I

14:21

just find like most of the time it's

14:22

just kind of clunky. And if I would have

14:23

been able to do something more proactive

14:25

earlier, I would have had the board

14:26

still and it made it, you know, kind of

14:28

trickier for my opponent. So I will

14:30

likely take this card. I might take this

14:31

out for another copy of Psycho Gundam as

14:33

well. But you're not like it's okay to

14:37

play one copy of this card. I think I

14:39

think that is fine. So that is that. And

14:41

then we've got some kind of spicy uh

14:43

honestly it's a mild spice, but I think

14:45

it's like one of my favorite cards uh

14:47

right now in this deck. And it is the

14:49

side seven. So, uh, there is a new base

14:51

for this game. It's a level four one

14:53

cost and it's called Dominion. You're

14:55

able to play it and you get to heal a

14:56

blue unit for 2 HP, right? Which doesn't

14:59

sound too bad, especially for how this

15:00

deck works, right? And my biggest issue

15:03

with that card is that it only picks

15:05

blue units and then you kind of have to

15:06

play it the turn that you do and then

15:08

that kind of makes it difficult for you

15:10

to actually like get the heal as it

15:12

works, right? So, I think the better way

15:14

to play this is like the side seven's

15:16

been really handy. The fact that it can

15:18

heal anything. So that does mean it can

15:20

heal some of our white blockers which

15:23

ends up coming up every once in a while.

15:25

There are also times where like uh at

15:27

the end of my turn like the psycho

15:28

Gundam uh even if I have nothing to

15:30

attack into to get like the breach and

15:31

deal damage to itself, I could just play

15:33

side seven, draw a card from my shields

15:35

and then use it to then heal with this

15:37

as long as the four is underneath it. So

15:38

that's also kind of the idea with like

15:40

the Murasai and also the four as well.

15:43

So uh there are some times where you can

15:45

just use side seven to heal it after the

15:47

fact. Uh, and that will be like really

15:49

strong to not only like establish a

15:51

base, get a draw off this, but then you

15:53

also get to get a draw through your deck

15:55

as well. So, I think that's really

15:56

important. So, it's been it's been nice.

15:58

It's just like a one cost base. It does

16:00

have four HP, but I don't think that

16:01

really matters as much as people think

16:02

it does. And, uh, the kind of like you

16:05

guys can probably tell, right? The big

16:06

idea about this deck is that we put

16:08

cards on the board and they stay there

16:10

unless your opponent wants to use a lot

16:11

of resources to get rid of them and then

16:13

we just kind of win the resource grind

16:15

game at the end of it. So last cards is

16:17

two copies of the Narogama. Um just the

16:19

standard base right now. Uh I think this

16:21

has been really strong for resting cards

16:23

as well. If you don't like this card

16:24

too, I think that there are some chances

16:25

to play cards like the Corsica base uh

16:28

which has been really good. Uh I think

16:29

white base might be like a little bit

16:31

too expensive. But um like these these

16:33

cards like you get to play and then you

16:35

get to get their effect on the next turn

16:36

or like the turn that you play them uh

16:38

potentially with this one if your

16:39

opponent doesn't interact with it. So

16:41

I've been I've been pretty happy with

16:42

this build in general. Again, I think

16:44

there are some ways to make like maybe

16:45

like an academy build with it. So, if

16:47

you don't like the Kira package, you can

16:48

play cards like the uh the aerial. You

16:50

can play like the star deck one that

16:52

gives the AP minus on the payer of

16:54

anything. Uh you can also play like the

16:56

rebuild from GD1 that lets you get

16:58

events back or sorry, commands back by

17:01

using a pilot, which we do have a bunch

17:02

of pilots being able to recycle back

17:04

into any of the like all of we only play

17:07

good commands. I don't know I don't know

17:08

how to say it otherwise. So, if you want

17:10

to get one of your good commands back,

17:11

you can do so. And uh I think that this

17:14

is a a pretty fun build. So I think

17:16

there are some like chances to change

17:17

the card pool a little bit and kind of

17:19

work on some ratios, but uh I think

17:21

there's some really cool gameplay that

17:22

you get to do with it. I'm really

17:23

looking forward to doing some more

17:24

testing with it as well. And uh

17:26

definitely one of my favorite decks

17:27

right now in the GDO2 meta of the Gundam

17:29

card game. So that's going to be it for

17:31

me. If you guys want to check out the

17:32

deck list, it's linked in the

17:32

description as well. And looking forward

17:34

to other brews. And if you guys have

17:36

like a psycho Gundam build that you're

17:37

really proud of, let me know. I'd love

17:38

to see it. I know that I've been seeing

17:40

a lot of like blue and purple as well as

17:42

blue and uh and red. I think blue and

17:45

red because it does have like the cyber

17:46

new type overlap and uh being able to

17:48

use it with the with the psycho Gundam

17:50

is kind of strong too. Uh just even like

17:52

just getting the heal off this card like

17:53

later in the game uh is good enough,

17:56

right? Even if you're just using a

17:57

Marita there. It doesn't have like the

17:58

link with it, but the fact that it is

18:00

like a cyber new type is pretty nice for

18:02

those abilities. So, and then you can

18:04

also like pull the full frontal in there

18:05

and then you have 6 AP and uh 7 HP which

18:08

is uh it's still a great body. Uh and

18:10

then you can also heal from that as

18:12

well. So, other than that, I think this

18:13

is a fun deck. I've been having a lot of

18:14

fun with it and uh looking forward to

18:16

seeing if uh I can do anything with it

18:17

in the next couple weeks. So, that's

18:19

going to be it for me. Thank you guys so

18:20

much for watching and we'll catch you

18:21

all next time.

18:28

Damn it.

18:29

Damn it.

18:35

Damn it.

18:37

Damn it.

Interactive Summary

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The video presents a blue and white deck build for the GDO2 meta of the Gundam card game, focusing on the Psycho Gundam card. The presenter highlights the synergy between Psycho Gundam and the 4-Murasai pilot, which creates a powerful 6/6 unit with card draw and healing capabilities. The deck also incorporates strong white blockers like Rick Dias and utilizes the RX-78 and GD-1 Gundams for their abilities and synergy with the 4-Murasai. Key command cards like Overflowing Affection and Unforeseen Incident are discussed for their role in resource management and survivability. The presenter also touches on alternative card choices and the overall strategy of the deck, which revolves around board control and resource attrition.

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