Deck
🟥🟩 Unyielding Barrage

🟥🟩 Unyielding Barrage

  • Green
  • Red
Updated Sep 18, 20265821 views
  • 50 cards
  • Value$473.88

Main deck

50

UNIT36

PILOT10

BASE4

EX BASE1

EX RESOURCE1

Sideboard

10

UNIT6

COMMAND4

Notes

» Deck's accolades

𖦏 2nd place on the Haman Karn Newtype Challenge / Jan 08 2026 / DECKLIST 𖦏 24th place on the GD04 2026 Regional in Brazil / July 26 2026 / DECKLIST

» Introduction

(WARNING: From GD05 onward I'm not playing this deck that much, so it might be outdated when you see this list) This decklist uses the green Zeon and red Neo Zeon package, it wants to apply early aggression to keep your opponent on their toes and mid/late game ping as a way to remove enemy units and to give you good trades. The CA (card advantage) comes from Char's Zaku II and Full Frontal, the whole list is made to allow those two cards to whiff as little as possible, mainly Char's Zaku II, since its the main CA piece the deck has. I can't stress enough how much a pilot with this list needs to focus on getting good trades the whole game, there is no actual card draw on this deck so the CA comes from getting 2 for 1 trades or better, the ping damage is amazing not only as a removal tool but also to guarantee good trades.

» What's the gameplan?

𖦏 Early game: Use your lvl 4 or lower units to be aggressive against control decks and defensive against aggro. Focus on getting good trades and slowly dwindling your opponents hand size while keeping yours healthy. 𖦏 Mid game: Try to get a Kshatriya with either Marida or Haman out to remove a unit from the opponent and start being aggressive. Link a Sinanju when you find a opportunity that he can survive for at least two turns or force the opponent to kill that Sinanju with a link of his own. 𖦏 Late game: Spam out Kshatriyas and Sinanjus, keep controlling the board while hitting life and do not let the opponent get control of the match. Keep threatening the opponent and use your Char's Zaku II wisely to keep the opponent scared of what might come next.

» Mulligan and other tips

You really want around 3-5 low lvl units in your starting hand, the more green cards the better. You want to start dropping units really quickly independent of match-up, the lack of CA cards make it really hard to compensate a slow start, its not impossible but really difficult. Use Vesalius as not only a way to get sneaky and surprise trades but as a card draw piece, many times using a Vesalius 2 times in a single turn not only allowed me to take out a threat with a small unit, like a Zaku II, but gave me more cards to do more stuff to do on my turn. Keep in mind that all the generic links on this deck can be played by Full Frontal, you can easily link 3 times in a single turn for very little resources.

» Why aren't you running X or Y card?

QubeleyQubeley GD02-036 Complete bait of a card, she reads like she would fit perfectly but is nothing more than a win-more card that's only really useful when you are already winning, she can't even bring you back from a losing position. The dependence on a mediocre pilot is also a really awful downside for a card with more restrictions than actual effects. Char AznableChar Aznable ST03-011 This pilot yearns for a much more aggressive and balls to the wall play-style that the Kshatriya and Sinanju simply do not play along with. RewloolaRewloola ST03-015 This base is just plain bad, 2c is not worth it for this effect. Vesalius is just better in every way, its harder to use effectively but when you do its impossible to see any other base as coming even close to it.

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