Gundam Card Game: Psycho Gundam! GD02 Meta Deck Profile!
618 segments
[Music]
Hey everyone, Eggman here with another
video and today we've got my current
favorite deck for the GDO2 meta of the
Gundam card game. It is a build of
Psycho Gundam and you know kind of a
spoilers for a video that I made earlier
this week. But Psycho Gundam is just my
favorite card from the set right now. I
think the uh the way that it works is
really cool. The mechanics are great.
The way that you can build it a way
different. And I've seen people play
like a purple blue build. I've seen a
build of blue and red with the cybernew
type stuff. And today we've got a build
that's going to be a blue and white
build as well. So super excited to test
it out. I'm also going to be doing some
testing with this later today as this
video comes out on my live stream. So
make sure to check that out. And if you
guys are new to the channel, please make
sure to hit that like and subscribe. We
make a lot of content for the Gundam
card game. If you guys want also any of
my current builds for the Gundam card
game, you can find it linked in the
description too on my website, Eggman
Events. I'm going to continue to update
this build and many others on that kind
of table there. And there will be maybe
a chance that, you know, you're watching
this a week or two later and I've made
some minor changes based on maybe some
feedback and some testing that I've done
already. So, but yeah, we're going to
play a blue and white build for this
one. And we're going to talk about the
psycho Gundam. So, kind of two important
cards. We've got the psycho Gundam and
the four Muras here. So, if you guys
don't know what the psycho Gundam does,
it is a breach three and then also has
this during pair with the cybernew type
pilot which in blue and white. This is
the only one that exists right now. So,
that is a little bit tough that you can
only use it with four. But, uh, during
pair, uh, when one of your Titan units
destroys an enemy shield area card with
damage, this unit recovers two HP. So, a
couple things to note off this. So, this
can work off your own breach effect.
This could also mean that if something
that just has the Titan trait is able to
get rid of something in the shield area,
it also procs, but also this is not once
per turn. So, there have been a couple
times where I'm able to like use this
for like a double heal too, which
essentially gets me back to full health
more times than not, which I think is
really cool and it helps out the deck a
whole lot. So, really happy with this
card. And so, also the fact that it has
breach and kind of has this forward
momentum is really cool. You also could
play like blue green with this as well.
I haven't seen anyone try it out, but
the fact that you could just do
something like put Wu in here and then
you have like breach and you don't take
damage. I think that's like a really
really cool effect for this one. So,
love this. And then also the four
marasama here. So is a cybernew type and
titans type pilot here is a plus two
plus one. So with the psycho Gundam it
becomes a 66 and with the effect here.
So during link once per turn during your
turn uh when this unit recovers HP if
you have four or less cards in your hand
you get to draw one. So clearly like the
idea is that you put it in here and then
you're able to make a 66. As long as you
attack into something with less than six
uh h you know AP you're able to you know
breach likely get rid of something. If
they do have a base up, it does kind of
mitigate this effect, but you can
usually kind of play around it in one
way or the other. You get rid of their
thing, you get to heal up a little bit
and you get to get a card draw with all
that just works out really, really well.
It is a little bit clunky. You kind of
have to build into doing that effect.
But I think with the build that I
currently have right now, there's just a
lot of ways for you to be able to do
this and also just take advantage of the
fact that just this is a generic pilot
sometimes a plus two plus one and you
can get some great effects with it. So
these are kind of again important cards.
We're going to leave these up to the
side over here so you guys can remember
them. We go through them and let's go
through the rest of the deck. So, uh
hopefully you don't don't chastise me.
We're playing a blue white deck. So, you
know, we got to play our white blockers,
right? We got the as well as the Rick
Dios here, right? Um just great blockers
that lets us get to our late game a
little healthier as well. Also, kind of
based on the play style that I've been
doing, I don't really block too early
unless the trade is really really good
with it. I don't mind if they hit my
shields a little bit early because
usually that means that I can set up
like a really good psycho Gundam play.
There's also some cards that really
depend on how many blockers that I have
out. And so with that, I don't want to
give my opponent any like free
advantage. So I think that being able to
like just set up blockers. They can hit
my shields and I can get some card draw
from that as well. But we can usually
just kind of keep uh you know a steady
hand and keep waiting for them to give
us something as well. So we got a 4-3
split of the two of these. And uh I
think this is just pretty standard. If
you want to go more, you can. I've also
thought about putting Zort in the deck
as well just because sometime I usually
like going first with this deck um a lot
of the time just because you do get the
extra draw going first and if we're
trying to kind of like out card draw our
opponent or out resource our opponent
this comes up quite a bit. So the last
card for the level three spot we've got
two copies of the Marsai here. This is
just something that has the Titans
trait. So one you can link this with the
four here and you do be able to get a 54
that's able to uh you know attack the
turn that's played. Also the during link
effect remember this later. There are
ways for us to heal this card in this
deck. Uh which means that there are some
kind of sneaky, you know, draw ones that
we can do every once in a while. So,
there it is. All right. Next up, we've
got our level fours and uh it is just
the RX78. So, uh this guy is great. Uh
you guys don't need me to tell you this.
This is probably one of the strongest
cards in the game right now. And there
are so many games where I'm like, if I
see this with Omro early, I just win. Uh
it's just super good. But I've also been
really impressed with this Gundam as
well. Uh this is the GDO1 one. So it
does have this uh all of your white base
team gets b repair one but also uh when
paired if you have three uh sorry two or
more other units in play get to draw um
one card. So usually what I kind of do
with this is that I kind of set up my
blockers early and then like if I have
like a good like Gundam with Omoro play
uh setup then I can use that effect. I
get to get the card draw from the Omro
with the pair here and then I still have
my blockers up for you know potential
other plays too and even like usually
protect this and then I can like attack
with it again which is really really
good. So, I like all these. These are
great. The fact that they all link with
Omro is really, really good and should
not be surprised uh with with a lot of
blue decks, right? Like Omro is just
really really tough to pass up as a card
that you want to use. So, there we go.
Breaking into our fives, we do have two
copies of Psycho Gundam MA mode. Uh this
is just a repair too that links with any
cyber new type. So, obviously it links
with the uh the four Masama here. So,
there are just some times where I'm
like, you know what, I can just play
this on curve. I can get the damage
there. There are it's usually like early
game I have too many cards in my hand
for this, you know, to actually get me
the card draw if I play it on curve. But
like the repair two, it's just kind of
like a mini copy of like Gundam and
Omaro. So I think that's good by itself.
Not not like my I don't think I play
more than two of this. The fact that it
does link with this is good in its own
way, but I think like it's just kind of
fine. Sometimes it's like a little bit
expensive. The stats for it are not like
super impressive all the time. I mean,
it has the exact same stats as the
Gundam right here, but like the the
trade-off, like this card's like clearly
better. Like look look at these two
cards. Like this one is like clearly
better for like the same level kind of
thing. So, uh it's it's tough to make
this card any better than it is. Uh but
I do think we'd play a couple copies of
these just because it does have the
synergy with the four there which helps
us there. So, there we go. All right. We
also do have two copies of Alt Strike.
Um there this is probably like one of
the the weaker cards in the deck right
now, but there are kind of like some
decision points on how we want to build
this. You're going to see that we went
more with the strike package than
necessarily the um uh some other
packages. I have thought about using
like academy with like Cleta instead,
but two copies of Kira gen definitely do
a lot of work. They're really good even
if you have like the off pair with one
of these GD1 Gundams and it's really
helpful to get those effects. So, also
there's just some weird times where uh
you like not necessarily but like you
can put like Kira and Psycho Gundam. You
don't get like the heal or the card
draw, but you do get like the be able to
get out of damage and then later you can
heal it up with with something. So, I
think this is like fine. Uh and
spoilers, we are playing Kira as well,
but that is the end of the level five.
So, we are also playing three copies of
the Psycho Gundam here. Uh I really want
to bump it up to four copies and if you
guys want to do so, I don't think that's
too insane there. Uh, but it is like the
the hallmark for the deck. It's part of
the great things about it. And my
favorite thing about this card is that
it it you're able to fight for board and
also start pressing for game, right? Uh,
generally speaking, like I don't really
press my opponent too much. Uh, and if
unless they play a base themselves, uh,
which usually means that they're a
little bit behind on tempo. I get to
just use this and I get to break an EX
base, which is great. And then I get the
card draw off the four. I get to heal
this back to a 66. And then I have like
some really great ways to defend this
and then just kind of play defend the
psycho Gundam in that way. So um three
three for sure. If you want to play
four, you can. But um I do think this is
again it's the hallmark for the deck.
You definitely want to play uh three or
four copies of it. So uh and then to
kind of wrap it up, we do have the seven
drop Freedom Gundam. This card's just
insane. Uh right, it's maybe a little
bit expensive for some matchups, right?
But the fact that you are able to play
this out, it has really good synergy
with their psycho Gundam. So if there's
something that we want to attack into
with psycho Gundam, uh we can do
something where we play freedom, we play
like the cure, any pilot to give the
minus AP and then you're able to like
attack psycho Gundam underneath it and
then it's able to survive kind of thing.
So I think that's something that's
really great. This is obviously one of
the best blockers I think in the game
right now. Uh if I wasn't playing Kira
though, I don't know if I would play
this card. So if you want to try maybe a
different pilot solution, you can. But I
don't think this is like a bad card and
sometimes it just kind of wins the game
at the endame cuz it's just really
tricky for some of the lower to the
ground pieces to kind of trade into it.
So there it is there. So those are all
the units that we have. We have 24 units
in this deck which is a little bit on
the low side. Uh spoilers, we are
playing striker packs. So technically
we're playing 27 units if you want to
think of it that way. But um you know
that's definitely one thing that I'm
like man I can I wouldn't run any less
units. If you're trying to change any
ratios, I would likely add one more unit
or so, and we can talk about what cards
we do for that. But these are the the
units that we have there. So,
pilot-wise, it should be pretty standard
for Omro.
That's all I need to say. We are also
playing two copies of Kira. Um, again,
this does link with the Aest Strike as
well as the Freedom Gundam, but this is
also just like a really good pilot to
put into any unit, right? especially if
we're trying to play this game like this
is kind of like a repair control deck
where uh we just have these units and
it's very easy for us to just repair
them up, have them at whole, you know,
full health the entire time and it's
really tricky for your opponent to
actually take board control away from
us, which is I think a really cool
hallmark for what this deck wants to be.
So, we've got these six pilots and then
unsurprisingly, we are also playing four
copies of the four here. So, I am
working on my uh com or what the the
rare plus collection of these. But um
again, this this one again, it can be a
little bit clunky, but you can see that
uh one, you can put it in the GD1
Gundam, it can get us a card draw, we
can put it in the uh RX Gundam, and even
just making this a 65 uh aggressively is
good enough. The fact that we can put it
in a strike to get rid of a token or
something, and we can also put in the
Freedom Gundam. So, uh and it links with
also the um the MA mode, the psycho
Gundam, as well as the the Mirisai. So,
it's not like a terrible pilot. I I want
to run for it cuz I feel like we need to
find it all the time. And um it might
make more sense if we're playing more
copies of Psycho Gundam, too. But I
think it's a a great pilot when it
works. And again, like if we can play a
really stellar game of defends Gundam,
we just keep drawing cards and we're
going to have a hard time for your
opponent to like really interact with
them. So those are the pilots there. So
moving into the commands, we have quite
a few. We are playing four copies of the
overflowing affection here. Um I do
think this is a card that is probably
like better than show of resolve here.
The other reason for it is that we don't
necessarily need to have more cards in
our hand. We just need to have the right
cards in our hand because we do have
ways to draw cards alternatively outside
of the the show of resolve there. So,
we're playing four. It's really
important especially since if we're
going first on six if we don't have the
four Masama or we don't have the psycho
Gundam, we can play this. We can play
the four and the psycho Gundam in the
same turn and that's really really
helpful. So, I think four is like the
right number of the uh overflowing. If
you want to go down to three, go for it.
But this has been I think it's kind of
saved us on a lot of consistency because
our hand size not is not always going to
be large but we're going to have a lot
of value from it. We also have three
copies of the uh overflowing affection
which uh this is the entire reason I'm
playing this deck. I I'm not even
kidding. Like this is the reason I think
this deck really works. I've been really
tempted to put a fourth copy into the
deck and I have not done it and it's
probably for the best. If you want to
run four for it, go for it cuz this card
just has won me games in the past. And
the biggest reason that I play this card
is with this guy. So, when I did a lot
of testing with Psycho Gundam, I was
just like, well, I can kind of trade
with things really, you know, cleanly.
But the biggest issue is that uh, you
know, I only have 6 HP and there's like
a bunch of like seven AP units that
exist in this game right now like
Cashatria. There's also like the uh like
the Cublet, right? We also have just a
bunch of cards like that that it's kind
of tricky for us to trade with and
survive, right? So with that we can
attack, you know, we can attack with
psycho Gundam. Let's say they play
Kashatri on five and we're at six. So we
can play psycho Gundam for four. We can
use the four Masama afterwards. Uh so
this is now a 66. We attack into it into
their 75 and then we can use the
overflowing uh or sorry not the
overflowing, the unforeseen incident to
make them now a four uh a four five. So
they do four damage to us and then we
heal two back as long as we get rid of a
something in their shield area. And now
we're a 64. This card replaced itself
because we get to draw off the psycho
Gundam in most cases as long as we have
four or less cards after we use this.
And then they lost their cashatria and
then they have we have this big six HP
or AP unit on the board that if they
don't get rid of we get pressure with
again next turn. So I think that's
really really strong. I think that's
something that's really great for this
deck and it's like the choice combo for
it as well. So I've really thought about
using this at four copies again. We're
going to stay at three right now. Uh if
you want to play the four copies, I
don't think that's too outrageous for
you. So, there is that. And then, uh, to
kind of wrap up our commands, we kind of
spoiled it. We got three copies of
Striker Pack. Um, it's a unit. It's a
command. It has one of the best bursts.
It's another copy of Ilfreth any turn
after turn three. It's a very good card.
Uh, I think tokens are a little bit
weaker in general because there are some
ways to interact with it, but I'm never
upset to do this. If you want to go down
to two copies, you can, but again, this
kind of tech technically counts as one
of your units in your game, so you can't
really take it out fully. So, uh,
lastly, we've just got a couple more
cards. I do have one copy of Show of
Resolve. I don't know. This This is This
feels weird to say. This does sometimes
feel like the weakest card in the deck.
Uh just because like I don't necessarily
need to get more cards. Uh sometimes
this gets stuck in my hand. I don't have
anything to do with it. Uh and like
three resources is like a little bit
expensive in the mid game. So most of
the time I'd rather get the uh
overflowing affection instead. If you
guys like playing this card, I would
play no more than two copies of it. And
there are times like this can help you
win the game and get like the card
advantage way back in your favor. But I
just find like most of the time it's
just kind of clunky. And if I would have
been able to do something more proactive
earlier, I would have had the board
still and it made it, you know, kind of
trickier for my opponent. So I will
likely take this card. I might take this
out for another copy of Psycho Gundam as
well. But you're not like it's okay to
play one copy of this card. I think I
think that is fine. So that is that. And
then we've got some kind of spicy uh
honestly it's a mild spice, but I think
it's like one of my favorite cards uh
right now in this deck. And it is the
side seven. So, uh, there is a new base
for this game. It's a level four one
cost and it's called Dominion. You're
able to play it and you get to heal a
blue unit for 2 HP, right? Which doesn't
sound too bad, especially for how this
deck works, right? And my biggest issue
with that card is that it only picks
blue units and then you kind of have to
play it the turn that you do and then
that kind of makes it difficult for you
to actually like get the heal as it
works, right? So, I think the better way
to play this is like the side seven's
been really handy. The fact that it can
heal anything. So that does mean it can
heal some of our white blockers which
ends up coming up every once in a while.
There are also times where like uh at
the end of my turn like the psycho
Gundam uh even if I have nothing to
attack into to get like the breach and
deal damage to itself, I could just play
side seven, draw a card from my shields
and then use it to then heal with this
as long as the four is underneath it. So
that's also kind of the idea with like
the Murasai and also the four as well.
So uh there are some times where you can
just use side seven to heal it after the
fact. Uh, and that will be like really
strong to not only like establish a
base, get a draw off this, but then you
also get to get a draw through your deck
as well. So, I think that's really
important. So, it's been it's been nice.
It's just like a one cost base. It does
have four HP, but I don't think that
really matters as much as people think
it does. And, uh, the kind of like you
guys can probably tell, right? The big
idea about this deck is that we put
cards on the board and they stay there
unless your opponent wants to use a lot
of resources to get rid of them and then
we just kind of win the resource grind
game at the end of it. So last cards is
two copies of the Narogama. Um just the
standard base right now. Uh I think this
has been really strong for resting cards
as well. If you don't like this card
too, I think that there are some chances
to play cards like the Corsica base uh
which has been really good. Uh I think
white base might be like a little bit
too expensive. But um like these these
cards like you get to play and then you
get to get their effect on the next turn
or like the turn that you play them uh
potentially with this one if your
opponent doesn't interact with it. So
I've been I've been pretty happy with
this build in general. Again, I think
there are some ways to make like maybe
like an academy build with it. So, if
you don't like the Kira package, you can
play cards like the uh the aerial. You
can play like the star deck one that
gives the AP minus on the payer of
anything. Uh you can also play like the
rebuild from GD1 that lets you get
events back or sorry, commands back by
using a pilot, which we do have a bunch
of pilots being able to recycle back
into any of the like all of we only play
good commands. I don't know I don't know
how to say it otherwise. So, if you want
to get one of your good commands back,
you can do so. And uh I think that this
is a a pretty fun build. So I think
there are some like chances to change
the card pool a little bit and kind of
work on some ratios, but uh I think
there's some really cool gameplay that
you get to do with it. I'm really
looking forward to doing some more
testing with it as well. And uh
definitely one of my favorite decks
right now in the GDO2 meta of the Gundam
card game. So that's going to be it for
me. If you guys want to check out the
deck list, it's linked in the
description as well. And looking forward
to other brews. And if you guys have
like a psycho Gundam build that you're
really proud of, let me know. I'd love
to see it. I know that I've been seeing
a lot of like blue and purple as well as
blue and uh and red. I think blue and
red because it does have like the cyber
new type overlap and uh being able to
use it with the with the psycho Gundam
is kind of strong too. Uh just even like
just getting the heal off this card like
later in the game uh is good enough,
right? Even if you're just using a
Marita there. It doesn't have like the
link with it, but the fact that it is
like a cyber new type is pretty nice for
those abilities. So, and then you can
also like pull the full frontal in there
and then you have 6 AP and uh 7 HP which
is uh it's still a great body. Uh and
then you can also heal from that as
well. So, other than that, I think this
is a fun deck. I've been having a lot of
fun with it and uh looking forward to
seeing if uh I can do anything with it
in the next couple weeks. So, that's
going to be it for me. Thank you guys so
much for watching and we'll catch you
all next time.
Damn it.
Damn it.
Damn it.
Damn it.
Ask follow-up questions or revisit key timestamps.
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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