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Of course, the objective here is to get Wing Gundam with Heero Yuy up and running (and, if possible, more than one set at that ), as very few games can keep up with the threat of a 7/7 Unit that can just pick which thing to blow up, which then blows up the thing it's right in front of to whittle down the Shields area to nothing. But we don't want to rely entirely on that to determine the fate of the game, as we have a grab-bag of units that range from early game menaces like Zaku II, Rick Dom and a potentially Linked Loto to throw off the opponent's tempo, a partial White Base Team package to blow up a Unit or two when needed, and some potentially big threats like Shenlong Gundam, the vanilla Wing Gundam and the additional utility that ramp champion Wing Gundam (Bird Mode) can provide with a Heero attached that makes them very deadly threats requiring immediate response. With the bases largely around for token generation, it's a challenging deck to stay alive with if the draw doesn't go your way through A Show of Resolve, but when this clicks into place, it's nearly unstoppable with just how big everything can get, especially when Gundam hits the board with a Pilot to get that extra +1 to ensure that nothing can survive on the other end of the table. And just in case the opponent thinks that they may get an easy trade on their turn, Kai's Resolve can surprise them in the worst way as it can get your big Units healthy again to make for a real nightmare scenario to end the game on.