ST07 is a deck I am looking forward because it's Gundam 00, and I'm a huge fan of 00 series. In this video, they talk about strategies about the game. Not many card games actually talks about strategies for their main channel, I think this is the first one I've seen. Usually to perfect some strategies we will need go through trial and error, if we make mistakes, we learn about it and can improve on it. So sometimes, baby feeding strategies might not always be helpful if you don't learn from your mistakes.
Honestly, I shouldn't really talk about strategies for GCG as I am one of those person who can't access this game except playing the teaching app, and teaching app is different to a match where the other person who is also using a fully built deck. So me talking about strategies for GCG will mean nothing if I don't have the full match experience of the game.
Questions & Answers
The answer is obvious for me as this is the iron rule for all card games. Not matter what card games you are playing, there will be an iron rule for deck building, unless that specific deck can make use of high costs cards with ease. The answer is B without even needing to look up the answer as we want a balance deck to use, especially during the early turns, where having Units on the field can put pressure to your opponent's Shields.
Well, looks like they chose B as well. To be honest, I will be shock if the answer was A, I'll be questioning what can of game we would be playing then. However, in future, if we can get a deck that can make use of high cost Units, then, A wouldn't be a bad choice. But for now it's B.
Personally, I would say yes as the only low cost is Kshatriya and that's a Lv4. The others will take a while to play those cards, and by the time you wait, your opponents could get a full board putting a threat against your shields. This is why I love card games with mulligan rules as it decreases your chances to brick.
As someone who played other games with mulligan rules, it shouldn't be surprising that this needs to be mulligan. But if you never played a card game will mulligan rule like YGO, then, this is a could chance to know. We want to have some low cost Units to play during the early turns, so we can put pressure to your opponent's Shields, especially if they don't have Units on the field.
I would play A Show of Resolve first to start drawing for other cards as it usually like YGO, where we draw cards to see what other cards we can get to play on the field.
It seems this theory also applies to this game as well. I guess I'm using other card games experience instead of just GCG knowledge.
I mean, the possibility of pulling a 1 cost Pilot and a 2 cost Unit have to be lucky unless you know you are running a lot of those cards in the deck or arrange them in that kind of order, so this reason feels unrealistic. But it is a possibility, and not impossible to pull off.
In One Piece or Digimon, attacking first is the priority since Triggers or Security effects can really mess up the field if we run into them. However, for GCG I don't know because the Burst effect aren't like game changing abilities. Although, because of Burst, I will still choose B for the question.
Like I mentioned, having other card games knowledge could really help and you don't have to play GCG to find out the answers.
If that is a Blocker, then, we will attack with Darilbalde first as even if that Unit blocks, both Units will be destroyed, leaving Gouf to attack your opponent's Shields. You don't want to attack with Gouf first as Gouf will be the one to be destroyed instead of the Blocker.
This is like Digimon where Blockers could delete your Digimon if they do not have enough DP unlike One Piece. I actually made a blunder in Digimon tournament where my Blockers didn't delete my opponent's Digimon because I've been playing One Piece for a long time, and forgotten about the Blocker rules. This is easier to recognise because of AP/HP set up similar to FFTCG damage mechanic where the Blockers can also deal the same amount to the attack, plus the damage also last until the end of turn, and not like permanent like GCG.
Cards
They made 00 deck a mill deck, and unfortunately, I will need to keep this pure 00 build if I want number of CB in the trash, just so I can increase the chances of triggering the effect. We only untap 1 resources, but that is good if that Command card can be used during your opponent's turn.
Setsuna sounds OP if we can get 7 CB cards in trash. If I read it right, all of our CB Units will get that +1 AP, I guess it's worth being CB locked then. Although, I am a bit worried as there are not a lot of CB Units currently if this follows S1. So in the end, this is not that OP as it sounds, as there should be only 4 main CB Units in the anime.
Celestial Drive Schedule
I am tempted, because reading the effects, I don't think the build is strong, and I like to use these kinds of builds. If it's not strong, the less chances of the deck will sell, plus I am a big 00 fan. Even if I don't have anyone to play with, I can still collect the 00 cards for my collection. I don't know if I want to get 4 of every 00 cards yet as I do want to have a deck for myself to look at.
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