A strong Gundam Card Game deck is 50 main-deck cards in at most two colors, backed by a 10-card Resource Deck, built around a low curve and a clear plan for turning on your Link Units. Get those four things right and you're already ahead of half the tables at locals. Below is how to go from "pile of cards I like" to "list with a game plan." If you're still learning the rules, start with how to play the Gundam Card Game first. If you'd rather build as you read, open the deck builder in another tab and follow along — it checks legality and your curve for you. ## The hard rules you can't break Start with the constraints, because they shape every choice after: - Exactly 50 cards in the main deck. - Up to two colors. The five colors are Blue, Green, Red, White, and Purple. Pick one or two and commit. - Maximum four copies of any single card number. - A separate 10-card Resource Deck. Everything else is preference. But these four numbers are non-negotiable, and a deck that breaks them isn't tournament legal. ## Pick a color pair with a purpose Two colors give you more tools, but every off-color card is one you can't always cast on time. The best pairs aren't random — they share a game plan. Green leans wide and aggressive, Blue plays control and tempo, Red hits hard and fast, White supports and protects, and Purple disrupts. You don't have to memorize the color pie on day one. Look at the decks winning events, notice which two colors keep showing up together, and ask why they pair. Usually it's because one color supplies threats and the other supplies answers. ## Build your curve before your card list Here's the mistake I see most: people pick 50 cards they think are powerful, then wonder why the deck feels clunky. The fix is to build the curve first. Because your level climbs about one Resource per turn, you need things to do on the cheap early turns. A rough starting skeleton: - Low-level Units (your early plays): the biggest slice of the deck. - Mid-level Units (your workhorses): a solid chunk that carry the midgame. - High-level finishers: a small handful. Two or three is often plenty. - Pilots: enough to reliably pair and trigger links. - Commands and Bases: your interaction and value, trimmed to taste. The exact counts depend on your archetype, but the shape holds: heavy at the bottom, light at the top. If you ever have to choose, a deck that always has a turn-two play beats a deck full of bombs it can't reach. ## Pilots and links are the engine I'll keep repeating this because it's that important: a Unit that can't attack the turn it lands is a slow Unit. Pilots fix that by creating Link Units. When you're building, count how many Pilots can satisfy each key Unit's link requirement. If a marquee Unit only links with one specific Pilot and you're running two copies of that Pilot, you'll brick on the link more than you'd like. Either add redundancy or cut the Unit. Consistency beats ceiling. ## Don't neglect the Resource Deck It's only 10 cards, so it's tempting to ignore. Don't. Your Resource Deck shapes your early tempo, and some Resources carry abilities or color-fixing that quietly decide games. Treat it as part of the build, not an afterthought. ## Tune with reps, not vibes Your first list will be wrong. That's normal — even pros iterate. The loop that works: 1. Play 10 to 15 games. 2. Note every card you were thrilled to draw and every card you sighed at. 3. Cut the sighs, add copies of the thrills. 4. Repeat. Two or three rounds of this will sharpen a mediocre list into a real deck. Track your games and lean on tools: the collection tracker tells you what you actually own, the deck builder flags illegal lists and shows your curve, and browsing public decks and the meta decks shows you what proven lists look like before you reinvent the wheel. ## A quick sanity checklist before an event Run through this before you sleeve up: - Is it exactly 50 cards, two colors max, four copies max? - Do you have a play on turns one and two in most opening hands? - Can you turn on your main Link Units consistently? - Is your top end small enough that you're not flooding on expensive cards? - Does the Resource Deck support your colors and curve? If you can say yes to all five, you've got a deck — not just a collection. ## FAQ ### How many cards do you need to build a Gundam Card Game deck? You need exactly 50 cards for the main deck plus a separate 10-card Resource Deck. You may run up to four copies of any single card number and use cards from a maximum of two colors. ### What are the colors in the Gundam Card Game? There are five colors: Blue, Green, Red, White, and Purple. A legal deck uses one or two of them, and the best two-color pairs share a clear game plan rather than just combining cards you like. ### What is the best color pair for beginners? There's no single best pair, but newer players often do well sticking close to a winning starter or meta list in two colors that share a plan — one color providing threats and the other answers. Copy a proven shell first, then tune it as you learn. ### How important is the mana curve? Very. Your Resource level rises roughly one per turn, so a low curve lets you act early and apply pressure. A top-heavy deck stalls while the opponent develops. Build the curve first, then fill in specific cards. ### Can I build a deck before I own all the cards? Yes. Use a deck builder to draft and test lists digitally, then prioritize which cards to buy. Pairing a builder with a collection tracker shows exactly which cards you still need for the list you want.