u/Fearless-Ad-5328

After a few matchs testing the new cards, I feel like wanting to write a little about the new Academy archetype and some concerns I have about the overall design of cards. Will someone read this? Probably no, but it feels good to put out a bit off my chest.

First, the history. Academy debuted as (kind of) an archetype in GD001, in white, with a lot of link units and pilots. Witch From Mercury was probably running during the development of the card game, so its clear that the designers were heavily influenced to make the show as part of the very first set and the face of the game. Look, Suletta was in ST001 together with Amuro and the OG Gundam and it was the very first NTC promo, its clear that the designers of the game had high hopes at least for her.

And, to their credit, suletta did see some play and ocasionally appears in some list, since her units are very broad and can provide utility for a variety of decks.

But, while it had cool cards, the academy archetype was never a "thing". The main problem is that there is no true sinergy between the cards and command/pilots, as a card-design, did not suceed. The long-story short is that, by being "modal" cards (cards that you can choose to play in different ways), they make "both sides" not very good. You get a meh pilot or a meh command, in the exchange of have the option to play one of them. However, its just better to play an actual pilot, with an actual effect or a good command instead, since the low-powered effects are not worth it in a game with so much limited card selection and draw power.

And since the whole archetype is kinda based in possibily the weakest card type in the game, its no surprise that the deck did not break any scene.

When they announced new Academy cards, I was truly excited! Finally they should use their lessons from GD001 and maybe provide the archetype with much needed support.

What I wasnt expecting, tough, it is a very confusing set of cards, that does not work with the previous cards from the archetype or within themselves, really. Like, the way they released, it feels like the half of a new, not very good, archetype. I really don't get their design philosophy on this one, or how they perform in internal testing.

And, of course, I am not naive to think that every single archetype have to be tier1 deck. But I do think that every archetype should be playable, at least, specially when its a follow-up from another set of cards that already promoted.

To be more specific, the new archetype (over)relies on Ex-Resources. If you use Ex-resources, you get bonus. Seems like a good design space, since Ex-Resources are good, being a good reward for something you actually want to do in the game anyway.

But, there is one MAJOR issue within the design the cards: There is no reliable way to actually produce the said Ex Resources in the archetype.

Yes, yes. Both the new Pharact and the Gundvolva can produce them, but one is a lv.6 unit, so you can get acess to it until late in the game. And, he does not produce it by itself, you have to have a consistent board presence to actually have the benefict. And Gundvolva... is bad, very bad. Not only it dies to everything, it also demands to have another "dawn of fold" card on board. You know how much dawn of fold units there is? 3. Only 3. So, its not consistent.

IF you go second, you might have a game. Not a garanteed win, just a game. Going first is very punitive in this archetype since you have SO MUCH trouble to get an ex resource to BEGIN playing your effects.

Yes, if your board is full, with pharact, both new lfriths, and everything has a link, yes, you can make good plays, but that demands a PERFECT board. But, remember, you are heavily in green, with does not provide good card selection. Also, your opp had to be doing his taxes during all the turns you set up, because if they manage to destroy any of your units, your engine falls appart.

And even when things go your way, you manage to get your ex resource, play the right units and is able to use the pilot/commands in the right time, its not a garanteed win, since the effects you get, while good, are not game winning ones.

Lets see Sophie, for example. Its either a one-time kira effect or a watered-down Unforessen that only works in Academy units and SOMETIMES, by wasting a valuable Ex Resource, is a better version of the said effect. However, this a one-time, wasting a card from your hand. Kira can do this every turn. Unforessen can be used outside of units combating to defend a base or gaining an extra turn.

And I think thats my main issue with gundam card game right now. I love the game, but it really feels like there is two design teams working in the game. Because some cards demands A LOT of hoops to get their effects online, while other cards just give basically the same effect ... just by playing them.

For this example, just compare how much more restriction Gallajhorn cards have in comparison to Amuro or the new strike gundam. How much work Vulture, AGE or CB has to do just to get effects while some cards just have clean acess to it.

Well, I still have hopes for Academy, since its a cool ideia and a series that I truly like. I really wish someone screenshot this post and makes fun of me some time in the future about how wrong I am, because I really want the deck to work. Maybe its possible to have some working deck mixing it with wing and stuff, but since the new cards are so specific about having Academy units, I am not so sure.

For now, my recomendation is that, if you want to play new Academy cards, have a good plan when you are going first.

reddit.com
u/Fearless-Ad-5328 — 14 days ago