Gundam Card Game: Blue/White Triple Ship Deck
The Gundam Card Game came out with a bang, and already we have what many consider to be the best Gundam deck in the meta: Blue/White Blockers. This deck benefits from the powerful draw engines available to both Blue and White colors, and as the name suggests makes use of the insane Blocker keyword – arguably the strongest in the game at the moment.
Below, we’ll be taking a look at my own version of the Blue/White Blocker deck, enhanced with the powerful and overlooked Triple Ship combo to help boost your early game plays.
Gundam Blue/White Deck List
The Triple Ship early game play
One thing that can be challenging when piloting the Blue/White deck against more aggressive decks is that foes can quickly slip away with the game if you aren’t careful. This deck doesn’t really start to get strong until you can start playing your Lv 5 characters.
To give you some stronger early game options, you have the Triple Ship combo.
M1 Astray
Strike Rouge
While most prefer the Zowort as the 2/2 in this deck, I’m really liking this combo. While the Zowort is a fantastic way to fend off opponents with his Blocker capability, he does have some pretty massive drawbacks. First of all, he can’t attack your opponent directly, removing the opportunity to push back just enough to keep your opponent within striking distance towards the end of the game.
Alternatively, M1 Astray can attack whatever it wants, and the best move here is to first play the M1 Astray turn two, then turn three play the Strike Rouge. This way you can attack into your opponent’s ex Base, take it out, then pay a resource to switch the Astray back to active again using the Rouge’s ability. This way it can fend off any attacks from your opponent next turn, acting as a fantastic offensive/defensive combo.
Also, don’t forget that the Astray gains “Blocker” when another Triple Ship Aliance Unit is on your field, such as the Strike Rouge. It also boosts to a 3 AP Unit, enabling it to take out the ex Base in a single strike.
Meanwhile, to make the Strike Rouge even more effective, I’m running two copies of Cagalli to pilot it.
Cagalli
Cagalli grants additional AP and HP to the Rouge while also converting it into a Blocker, giving you yet another blocker to fend off your opponent with. With Cagali paired, the Strike Rouge becomes a 4/3 – a very solid Unit for a 3/2 lv/cost.
The Unicorn Play
Unicorn Gundam (Unicorn Mode)
Unicorn Gundam (Destroy Mode)
Now that we’ve established the unique early game tech this build has going for it, we should stop to talk about what is arguably this deck’s strongest offensive play: the Unicorn Mode combo. This combo is fun and absolutely deadly when you pull it off at the right time. Essentially, the ideal time to use this combo is when you’re at six resources. Simply play the Lv 5 Unicorn Gundam, and then Link it with the phenomenal Banagher Links Pilot.
Banagher Links
I’ve been enthralled with this Pilot card since using it to top the Newtype Rising Booster Pack Launch Event. It’s just so strong. Link Banagher with your Lv. Unicorn, use it to attack and take as much damage as you want as long as it doesn’t get destroyed. Then play the Unicorn Gundam (Destroy Mode) for free. Links will go back to your hand when the Unicorn Gundam is destroyed, and you can then link Banagher again to the new Destroy Mode, unlocking this deck’s strongest Unit.
Because of Banagher’s powerful When Linked effect, this combo also unlocks two additional draw cards, helping you get ahead in card advantage for the second half of the game – this deck’s strongest area.
Your big White Units provide air support to your core strategy
I see the Unicorn combo as this deck’s strongest play. However, you also benefit from having access to the powerful Kira Pilot and line of Units to keep your opponent at bay while you build up to your strongest combos.
Namely, your two strongest Units in this line are the Aile Strike Gundam and the Freedom.
Aile Strike Gundam
Freedom Gundam
Despite the Freedom’s high-end power, it’s the Aile Strike Gundam that feels like the real backbone of your Kira line. Playable with five resources, the best thing to do is to play this Unit and Link it the turn it’s played. Not only does this force an enemy Unit back into your opponent’s hand, it affords you with a very strong attacker – boosted by Kira.
Not only does Kira boost paired Units by 2 AP, he also lets you minus opposing Units by 2 AP. This is particularly deadly when paired with the Freedom Gundam, as you can potentially negate 4 AP total, or spread the AP reduction around for board clearing moves.
White Space cards provide additional utility
Amuro Ray
You’ll see many competitive White/Blue decks leaning more heavily into Amuro Ray thanks to his powerful “When Paired” ability that lets you rest any opposing Unit. However, in this deck he’s more of a tech option, granting your overarching strategy added utility. You have plenty of ways to rest opposing units with him on board, including the Unicorn Destroy Mode Gundam, Amuro Ray, and even the Lv 3 Guncannon.
Between all of these cards with resting effects and your insane bouncing effects via your White Units, you have plenty of ways to deal with your opponent’s board apart from straight up combat. Meanwhile, since I’m running Amuro anyways, I might as well include the 4/3 Gundam to take advantage of his draw effect that activates when paired.
Blue/White Bases
Of course, with Blue/White you have access to an incredible number of strong bases to choose from. Of these, the strongest is still the White Base. You won’t use its effect all the time but in protracted battles being able to fill your board with more Unit tokens can be helpful. The drawback of this base, however, is that often throughout the earlier parts of the game you just won’t have the extra resources to expend to use its effect.
Kusanagi
In this build, I’m opting for the Kusanagi as well as the White Base. Partly this is to fit with the Tripl Ship Alliance theme, but also getting the added bounce can be very strong. The only drawback is the 4 HP, however for me it’s usually more there to be an added layer to the shields rather than an indestructible force. Try different bases out for yourself and see what works for you!
Draw effects and flex spots
Finally, one of Blue/White’s strongest advantages in the meta right now is its unparalleled access to draw. One of the surest ways to victory in trading card games is to see more cards over the course of a game than your opponent does. While Blue/White has an inherent advantage here for plethora of reasons, it also has two of the strongest draw commands in the game – Overflowing Affection and A Show of Resolve.
Overflowing Affection
Of the two, I find Overflowing Affection to be the more useful, which is why I run it at four and the latter only at three. Both let you draw two cards. While Overflowing Affection makes you discard a card, that’s not usually an issue and can be used at any point of the game including – and most effectively – on turn one.
A Show of Resolve, however, really only should be played towards the end of the game to gain card advantage unless you’re bricked up early on.
The final flex card here is the 5/3 Perfect Strike Gundam. A very popular card in the game right now, the Perfect Strike doesn’t feel integral to this deck’s strategy, but is handy as an additional bouncing card that can also be Linked with Kira.
Perfect Strike Gundam
Blue/White is an insane Gundam deck, and the most widely played deck in the current format. With answers for any situation, unrivaled draw powers, and solid combos, it’s a fantastic option for anyone looking for a competitive-grade deck. To build this deck yourself, one of the best places to get started is via the Heroic Beginnings Starter deck. Pick this starter up alongside the Seed Freedom and you’ll have the basics of what you need to build one heck of a Gundam deck.