Gundam Card Game: How to Play Victory Gundam

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Gundam, Victory Gundam, and Unicorn all see play in today's list, a pretty fun UW full of different strategies.

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Translated byJoey

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Revised byJoey

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Introduction

Now that we've already shown you how to play the Gundam Card Game, more specifically the Gundam Wing archetypelink outside website, it's time to discuss a very relevant list in the current meta. Victory Gundam centers around many chapters of the Universal Century and balances control and tempo plays really well.

Victory Gundam - The Deck

This list showed up in the hands of a player called Mark at an Oceania Regional tournament (hosted by TAK games) and ranked among the 4 best lists. Though the most striking core centers around V Gundam and Unicorn, a good portion of its structure includes Blockers and support cards that lead you to the late game without forcing you to rely exclusively on your main finisher.

The blue base features the League Militaire synergies, which widen your board, draw cards, and tap enemy units. White complements this structure with cheap Blockers and Unicorn Gundam 02 Banshee Norn Destroy Mode GD04-065, a unit that can attack a second time if you exile blue cards from the trash pile.

The result is a Midrange list that starts out protecting your shields and widening the board so that it can start controlling it later on. Victory Gundam GD04-003 keeps your hand going, V-Dash Gundam GD04-006 sets up your targets, and Banshee Norn ends the sequence by attacking the units that are already exposed.

Here it is:

Via Egman Events
Via Egman Events

The Early Game

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Zoloat League Militaire GD04-016 is one of the best early game plays in this list. It costs 2, is a Blocker, and also counts as a League Militaire unit, though it can't attack the player directly. This restriction doesn't really get in its way. Zoloat exists primarily to protect your strategy, enable effects in this archetype, and be tapped so you can use your other cards. If it survives the first few turns, it can also attack enemy units that are already rested.

Gun EZ GD04-015 is a great way to use Zoloat. When it enters play, it taps one of your League Militaire units and an enemy unit that's level 3 or lower. Using Zoloat or a Parts token to pay for something will allow you to expose a Blocker or another important body without giving up a unit that would otherwise attack that turn.

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Gundam Lfrith GD01-086 and Flat Militia GD04-077 complete your defensive cards. Though they aren't League Militaire cards, they're cheap blockers that have a decent amount of HP. Because of them, your core units will be able to attack freely and activate their effects.

Victory Gundam and Üso Ewin

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Victory Gundam GD04-003 is this deck's main card draw engine. When it attacks, it draws a card if you control 3 or more League Militaire units. Victory Gundam itself counts as one of them, so you just need 2 other League Militaire units in play. But please note that you might have to sing the V Gundam opening song when you put this card in play.

Üso Ewin GD04-081 results in another unit when it is paired. It's a great option for this League Militaire list. Üso creates a Part token when it enters play paired to a League Militaire unit. This token can't attack the player, but it counts as another unit, so it pays for Gun EZ's and V-Dash Gundam's effects or simply fills the board.

Furthermore, Üso gives the unit paired with him +2 AP and +1 HP. In Victory Gundam, this bonus makes for resilient attackers that can fight in direct combat and keep drawing cards while the rest of your deck acts as defense.

V-Dash Gundam GD04-006 is your main control tool from the side of the deck that centers around League Militaire. Once per turn, it lets you rest one of your League Militaire units to rest an enemy unit with 4 HP or less. Part tokens are particularly useful with this effect. As they usually can't attack the player, using them to pay for something else won't cost you anything, particularly when this will allow you to expose an enemy unit that had been protected before.

V-Dash itself has Breach 3, so it can attack the tapped target and also deal damage to shields if it destroys it. When it is paired to Üso Ewin, it becomes big enough to enter combat safely and also creates the token you can use with its ability.

Gundam and Amuro Ray

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This list also plays Gundam ST01-001 and Amuro Ray ST01-010, so it has another way to progress through the game, one that doesn't rely on League Militaire cards. Gundam has Repair 2 and buffs your other units (their AP, more specifically) during your turn when it is being piloted. This bonus is even more relevant when you already have a wide board, as then it will buff Victory Gundam, V-Dash, Blockers, and even your Part tokens.

As for Amuro Ray, it taps an enemy unit with 5 HP or less when it is paired. So, besides buffing Gundam, it gives you a target to attack and complements Gun EX's and V-Dash's effects.

Delta Plus GD01-006 is another target for Earth Federation pilots. It has Repair 1 and gets more HP when it is paired, working as an average unit that can be paired with Amuro Ray or Riddhe Marcenas GD04-098, depending on the game state.

Banshee Norn

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Unicorn Gundam 02 Banshee Norn Destroy Mode GD04-065 is the main "top of the curve" threat in this list and has a giant name. When it attacks, it debuffs all enemy units that turn by -1 AP. The trick is that, if this robot is paired, you may exile 3 blue cards from your trash pile to untap it again. Afterward, it can't attack the opponent for the rest of the turn, and, like so, its second attack will always be to an enemy unit, but it will still give the entire board -1 AP.

Riddhe Marcenas GD04-098 will pilot Banshee, giving it more AP and HP and also reducing the amount of damage it takes. It will essentially make Banshee Norn a lot harder to remove. You can attack the opponent first with it, but, after you reactivate it, Banshee Norn can only attack a unit tapped by Gun EX, V-Dash, or Amuro Ray. As each attack will nerf the enemy board, the second attack will often be more favorable.

You'll fill your trash pile naturally during the match. Units will leave play, Commands will be used, and Overflowing Affection GD01-118 lets you discard cards that you don't need right then. Like so, Banshee Norn doesn't force you to abandon your main game plan just to set up its ability.

Commands and Reineforce Jr.

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Overflowing Affection GD01-118 draws 2 cards and discards 1, so it adjusts your hand and feeds your trash pile. It is particularly useful when you find pilots but not compatible units or extra copies of cards that you won't use in the next few turns.

A Show of Resolve GD01-100 draws 2 cards but doesn't force you to discard anything, so it's a more straightforward refill. After it resolves, you can also use it as fuel for Banshee Norn.

Reineforce Jr. GD04-121 is this list's base. When it enters play, it puts a shield in your hand, and during your turn, it creates a Parts token if you control a League Militaire unit. Obviously, you must prepare yourself before you spend a shield, but this will still give you resources and widen your board. The token can enable Victory Gundam or Gun EX and V-Dash, so Reineforce Jr. is an active part of this deck's engine.

Strategies

In the first few turns, you want to play a Blocker and then play League Militaire units. Zoloat, Gun EZ, Lfrith, and Flat will play that role, whereas Overflowing Affection will fix slow hands.

In the mid-game, Victory Gundam will start drawing cards, and V-Dash will tap units that really matter. Gundam with Amuro Ray will give you another way to expose targets, so you won't have to rely on a single combination.

Reineforce Jr. will help you keep 3 League Militaire units in play and gives you another body to use with the other effects in this archetype. The goal is not just to fill the board but to turn each small unit into a resource for your bigger cards.

In the late game, Banshee Norn paired with Riddhe Marcenas will enter play, and your board will be all set. Your opponent's units will be rested because of the other effects you used, and your trash should have enough blue cards to reactivate Norn.

You don't always have to spend 3 cards just because you can. If you can't find a relevant target for the second attack, keeping your trash pile as it is can be better than reactivating Norn without creating a real advantage.

Final Words

This list combines Gundam, V Gundam, and Unicorn, resulting in a pretty fun mix with Universal Century characters that interact really well with each other. League Militaire develops the board, draws cards, and sets up targets for Banshee Norn to attack later.

Most of the time I put into writing this article was listening to the V Gundam opening song, Stand Up to the Victory, a hopeful, happy song considering all the disasters that happen in V Gundam.

What do you think? Tell us your thoughts in our comment section below.

Thank you for reading, and see you next time!