Gundam Card Game Academy Deck List and Guide
There’s a powerful Gundam deck strategy hiding in plain site it would appear. While most Blue/White decks focus on the aggressive Unicorn Gundam play and Freedom Blockers, there’s a surprising amount of support for the Academy traits Units in the game right now, as well as some strong synergies around the Suelletta Mercury/Command-centric deck build.
This deck looks to leverage powerful Command cards to gain an advantage over the opposition. When combined with Mercury, this strategy gets significantly stronger, enabling you to attack, re-stand resources, and use them again for typically low cost Command cards.
Blue/White Academy Deck List
This deck’s strongest Command is The Witch and the Bride card. This card alone grants this deck considerable power as it enables you to bounce enemy Units with five or less HP back to the hand – something out of reach for even the Aeil Strike Gundam which maxes out at four HP. When combined with Mercury’s resource effect you can play this powerful bounce card for just the cost of a single resource.
The Witch and the Bride also combos very well with the Aerial Rebuild Gundam, letting you bring it back to the hand and play it to remove Units all over again.
Bouncing enemy Units to the hand is something this deck excels at. Not only do you have the strongest bouncing card in the game right now thanks to Witch and Bride, you also have two more options for bouncing lower cost characters.
The first of these is another powerful bouncing command: Covert Operative.
When building this deck I was torn slightly between “Unforseen Incident” and “Covert Operative” as my two-of Command card. Both have their merits, but for now have settled on Covert Operative simply because not only does it have such a handy bouncing effect, it doubles as a Pilot. This works well when needing to attack with smaller Academy Units played that turn, as two of your Academy Units are capable of Linking with any Academy Unit.
You won’t need to Link with these units all the time, but doing so can give you some early game advantages against decks that take longer to hit their stride, such as Blue/White Unicorn Blockers and Wing Gundam decks.
Combo AP reducing and resting
If you’ve had practice already playing the Heroic Beginnings starter deck, this strategy should feel pretty familiar to you. Essentially, it’s an enhanced version of that deck which looks to rest characters down, then use additional effects to reduce AP to make taking them out more favorable.
Amuro Ray is the only forced resting tool this deck needs, enabling you to rest anything with 5 HP or less. While he does easily Link into the Lv 4 Gundam included in this deck simply for additional draw, he can be Paired with any unit to access this powerful effect. Gaining an additional two AP and one HP doesn’t hurt, either.
With your enemy units now rested, attack into them with your Gundam Aerial (Permet Score Six) for positive trades. Just make sure you pair the Aerial that turn before you attack and reduce your desired target by 3 AP.
To gain an additional advantage out of resting Units, pair this attack strategy with the powerful Academy Base, enabling you to reduce enemy Units by an additional 1 AP. Combo these together and you’re getting a massive AP reduction equal to a fully powered up Freedom only at a much earlier point in the game thanks to the Aerial Gundam’s lower level.
Unlock added effects by fueling your trash with Commands
This deck runs 14 Comman cards in total, making it fairly easy to hit four Commands in trash. Once you hit that threshold, two of your Units become considerably stronger. The first is the Lv 3 Michaelis that we talked about above. This Unit becomes a 4/4 with four Commands in trash, making it a formidable foe. Link with Sueletta and it becomes even stronger at 5/6. Not bad stats for a Lv 3 Unit!
Meanwhile, the much stronger play is the Lv 5 Aerial Gundam. Hit the four Commands in trash threshold and play this Unit for just one resource. Combine that with Suletta Mercury’s effect and essentially you can play a 3/3 Unit for free! Again, this Unit is further made effective thanks to Linking with Sulleta, making it a handy tech in this Command-centric deck.
I’ve done considerable testing with this build of the Academy deck and find it to be a considerable threat into the current meta. While not as powerful as the other version of Blue/White using Unicorn, it’s a fair tempo option. Manage to disrupt your opponent early on and swing for game before their strongest plays come online, and you can certainly dominate the Gundam Card Game battlefield.