List of Used Cards (Blue-White Strike Freedom)


List of Used Cards (Red-Purple Destiny)


How to Use a Deck

Point:01

Until the enemy takes out EB01-055 Dom Gross Beil, your team's Shields are safe with the protection it provides while rested. Go offensive in the opening turns with a strategic combination of Command effects and <Blocker> Units. Meanwhile, defense is not a concern when EB01-082 Warship Cruise is able to return two Lv.3 or lower Units to the hand for a cost of one in team battles.

GD03-113 Human Karma can also rest friendly Units, so coordinate with your teammate and time its use well.

Point:02

Even if destroyed, ST09-002 Force Impulse Gundam will replenish your hand, so don't stop attacking! 5 AP means the enemy will think twice about messing with it. ST04-001 Aile Strike Gundam is a <Blocker> that can return enemy Units to the hand, making it strong both offensively and defensively.

Using GD05-110 Darkness Finger to damage Units can facilitate activating the When Paired effect on ST04-001 Aile Strike Gundam!

Point:03

In the endgame, GD05-002 Strike Freedom Gundam and GD04-050 Destiny Gundam take the field. Clearing out all of the enemy's lowest-level Units by returning them to the bottom of the deck with GD05-002 Strike Freedom Gundam's effect should give you a huge advantage. <High-Maneuver> means GD04-050 Destiny Gundam won't be hounded by blockers, plus it can deploy (Minerva Squad) Units from the trash if you pay their cost.

Keep in mind that ST09-003 Saviour Gundam's When Linked effect also deals damage to friendly Units!