The Best Gundam Card Game Decks Right Now

The Gundam Card Game is one of the most hyped card games at the moment. Backed by a massive IP and complete with an approachable battle system and some truly compelling artwork designs, I was instantly hooked on the game from the moment I played my first battle. Clearly, I’m not alone as tournaments around the globe are filling up with players hopping to bag exclusive prizes at Gundam store tournaments.

But what are the best Gundam decks right now? Thanks to the incredible excitement for this new game, we already have a solid amount of data to rely on, giving us an early look at what the strongest decks in the game are.

So if you’re looking to get a head start on the competition, or are wondering what cards you need most from your Newtype Rising booster packs, take a look at the tournament topping deck lists below!

#1 Blue/White Unicorn Blockers is the best Gundam Card Game deck

It’s still early enough in the Gundam TCG meta that it can be a little challenging to pin down an absolute best deck archetype. That being said, the most prominent in the meta arguably right now is the Blue/White Unicorn blockers deck.

What makes Blue/White so strong?

For starters, it’s got access to both of the strongest draw Commands in the game – something which gives this color combo an innate advantage. As if that weren’t enough, it also has access to the strongest combination of extra draw effects available right now, thanks to the likes of Banaghar Links who grants additional draw simply when Linked.

As if that weren’t enough, Link him with the Lv 5 Unicorn Mode Gundam and he actually returns to your hand when the Unit is destroyed, enabling you to recycle his Link/draw effect all over again. And as if that weren’t good enough, you can destroy your Lv 5 at will to play your Unicorn Gundam (Destroy Mode) for free! This is an absolutely insane combo and one of the strongest in the game.

Unicorn Mode

Unicorn Gundam (Destroy Mode)

But of course, it’s not just the Unicorn line of cards that this deck has to offer. It also boasts the powerful Blockers white is infamous for, piloted by Kira to enable powerful bounce effects that keep your opponent’s board from getting built up, while softening up their AP when he attacks.

But wait – there’s more! Not only do you have the powerful draw combo only Blue and White can offer, the insanely strong Unicorn/Destroy combo, and powerful blockers that can bounce enemy Units from the field, you also have access to the incredibly handy Amuro Ray and his relatively strong units. The real advantage of fielding Ray, however, is just for his resting effect – one that works on any Unit with 5 HP or less.

If you can’t tell by how I can’t stop going on and on about this deck, Blue/White is not only the strongest deck in the format but also my personal favorite. I’ve used my own version of Blue/White to win my first ever Gundam tournament, and find it the clear choice right now for best deck in format.

#2 White/Green Wing Zero

White Green Control

1st of 22 by DapperDanMan0720

If I had to choose one deck most capable of rivaling Blue/White both in popularity and power right now in the Gundam Card Game meta, that deck would have to be the White/Green Wing Zero deck.

While Blue/White finds its stride in the midrange area, Wing Zero is clearly a control deck, aimed to punish opponents late game with exceptionally powerful cards. Case and point: Wing Gundam Zero.

Manage to get this guy out onto the field and you’re not only potentially clearing your opponent’s board in one, fell swoop, you have High Maneuver as well meaning you’re swinging for a direct attack. All of these combined make Wing Gundam Zero the ideal closer. Of course, at level eight and cost of eight Wing Gundam is going to be incredibly challenging to get out there. That’s where your ramp cards come into play.

Wing Gundam (Bird Mode) is arguably your handiest ramping tool in the deck, letting you add 1 EX Resource. That’s going to be very handy, of course, when it comes to playing your heavy hitters, and at only Lv three it’s relatively easy to play. You also have the First Contact command to help you add additional resources and build up to your strongest fighters.

White/Green is clearly the defining control deck in the Gundam Card Game right now, and just looking at some of these high powered units gives me goosebumps.

#3 Red/Blue Cyber Newtype

1st place deck by The Egman – Gen Con Constructed Side Event (Friday)

Red/Blue has been gaining crazy traction, especially after The Egman managed to take down a constructed side event at Gen Con with his Cyber Newtype Aggro build. This deck is all about dealing damage – and it’s arguably the strongest damage ping deck in the game right now. For those looking for something a little less overwhelmingly popular than the two top decks, Blue/Red could be a solid option, allowing you to have some solid plays to get under the big two before their admittedly stronger late game power comes into play.

Red/Blue can quickly dismantle opposing Units, while capable of healing its own. The main game plan for this deck is to force opposing units into rest, and then dish out crazy amounts of damage to them. Damaged and rested, they are now ready to be picked off by your host of attackers.

Amuro Ray really shines in this deck thanks to his “When Paired” effect that lets you rest an opposing unit. He partners exceptionally well with the Marida Cruz pilot and her damage dealing effect. It’s a match made in heaven that aims to make your opponent feel like hell as you seek to utterly dominate the board.

The real power cards in this deck, however, are your two top end units, both piloted by Marida Cruz. The first is Kshatriya – a solid Unit capable of dealing additional damage to units when paired with either Amuro Ray or Marida Cruz

In regards to late game power, however, you do have one card that can give any deck an Unit a run for their money: the powerful and mighty Banshee Gundam.

Capable of attacking twice and gaining First Strike on the second attack, Banshee is a an effective means to clear your enemy’s board after softening it up with your many other damage dealing Units. Of course, you’ll need to send twelve cards to your deck from your trash in order to use this effect. That’s not something that’s going to be possible each and every game, but it does give you a big play to help close games out.

#4 Freedom Blockers (Academy)

Freedom Blockers (Academy)

10th place Mohammad Fattah – Gen Con Constructed Side Event (Thursday)

When it comes to Blue/White, there’s definitely more than one ways to build the deck. While the stronger of the two is the Unicorn build, the Freedom Blockers/Academy focused build also has much going for it. The Kira line lets you use powerful bouncing effects and defend against unwanted attacks via the always solid Aile Strike Gundam, while Mercury lets you get away with re-standing resources to extend the amount of plays you can reach in a turn.

If you’ve had the chance to pick up and play the Gundam Heroic Beginnings Starter Deck then you’ve probably had a taste of how good this deck can actually be. Of course, you’ll need more than the starter deck to build a Gundam Card Game meta deck of this magnitude. While the starter decks are a great place to start, this White/Blue build by Levi leverages cards from both the Seed starter deck and the Heroic Beginnings starter deck, as well as plenty of cards from the boosters as well.

The deck is built around Yamato and Mercury – two very strong pilots.

While Kira will grant solid additional AP to the Unit he’s linked to, his real advantage is his “Attack” ability which lowers an opposing unit’s AP by 2. Meanwhile Mercury may not pack as hard of a punch on the offense side of things, but her “Attack” effect that lets you re-stand a resource makes her ideal for decks that like to focus a little more on Commands, or just need to fill your board with an extra Unit.

The Freedom Blockers/Academy Build may lack some of the late game power of the Unicorn-focused Blue/White build, but with a strong enough early game play you can beat the top deck in the format to the punch, and enable some incredible plays via your Aerial Gundam that brings strong Commands back from the trash to be used all over again.

#5 Blue/Green Aggro

With so many strong, late game decks running around, some players are looking towards aggro decks to gain an advantage over the field. These decks ignore dominating the playing field in favor of moving quickly and attacking for enemy shields each and every turn.

The upside of running a deck like this is that it can quickly overwhelm opponents before they can build up their defenses. The downside is they lack the tools to compete in a protracted battle.

#6 Red/Green

Red/Green

1st of 10 by Levi Rocha

While Zeon’s Rush may be a relatively weak starter deck, the fully upgraded version of the Red/Green strategy has a lot going for it. Interestingly enough, this deck forgoes the aggro strategy that defined the starter deck and goes for a much more midrange feel. Still leaning moderately into a swarm approach to gameplay that sees you quickly fill your battlefield with units and tokens, this Red/Green build doesn’t forsake the later game for the early thanks to some truly deadly cards.

Of course, it’s running the phenomenally powerful Sinanju – a card complete with High Maneuver, and an ability that rewards you for direct attacks by also dealing damage to enemy units.

Meanwhile, I really like the addition of the powerful Big Zam – a card that lets you rid the field of difficult to deal with Blocker characters.

Clearly with high-end cads like these, Red/Green isn’t purely an aggro deck. But it’s still got the kind of board presence you need to overwhelm your opponent, granting an aggro feel to a more midrange strategy overall.


It’s still very early days for the Gundam Card Game. But with a strong reception from fans, and early release events selling out everywhere, it’s clear that this game is massively hyped right now. Backed by a behemoth of an IP, there’s really no telling where this game could go in the future. So stay tuned as I’ll be updating this list with more meta-relevant decks as even more tournaments take place!

Joseph Anderson

About the Author: Joseph is the founder of JosephWriterAnderson.com. You can learn more about him on the about page.

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