Budget Mono-White Blocker Deck (Gundam)

Budget Mono-White Blocker Deck (Gundam)

Budget Mono-White Blocker Deck (Gundam)

A 50-card wall of commons and uncommons that wins by making every attack your opponent declares a losing trade.

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The Short Version

White is the Blocker colour — it holds 23 of the 44 Units printed with Blocker, 52% of every Blocker body in the game — so the honest budget White deck is a defensive attrition list, not an aggro list. This 50-card build runs 21 Blocker Units, all of them commons and uncommons, anchored by Gundam Lfrith (2 cost, 2 AP / 4 HP), Rick Dias (2 cost, 3 AP / 3 HP) and Launcher Strike Gundam (3 cost, 3 AP / 4 HP). You do not race anyone; you rest a wall in front of every attack, then punish it with Naval Bombardment (your Blocker gets AP+3) and Heart Set on Revenge (bounce the attacker outright). The ceiling is honest too: at this rarity there is no top-end finisher and no card draw engine, so it closes slowly with 3-4 AP bodies. If a guide has told you to build White around First Strike and Support, check the numbers: White has three First Strike cards in the entire game, and Support is Red's keyword — Red holds 8 of the 9 Units that carry it.

White Is a Blocker Colour, Not an Aggro Colour

If you have read a White guide that told you to build a fast, wide, keyword-stacked aggro board, throw it away. We counted the keywords on every card in the game, and the picture is not ambiguous. There are seven keywords in total — Blocker, Breach, Repair, First Strike, High-Maneuver, Suppression and Support — and White's share of them is lopsided in exactly one direction.

Keyword Printings Which colour owns it
Blocker 65 White — 23 of the 44 Units, 52%
Breach 41 Green — 21 of 35, 60%
Repair 23 Blue — 15 of 19, 79%
First Strike 16 Spread thin — Red 4, Green 3, White 3
High-Maneuver 16 Spread thin — Green 4, Blue 3, Purple 3
Suppression 13 Not a White keyword
Support 11 Red — 8 of 9, 89%

Read the Blocker row twice. Blocker is the most-printed keyword in the game — 65 printings once you include the Commands that reference it — and 44 of those are Units that actually carry the keyword. White has 23 of them, and no other colour is close. Other colours hold their keywords more tightly in percentage terms — Repair is 79% Blue, Support is 89% Red — but none of those keywords has anything like Blocker's raw number of bodies to build a deck out of.

Now read the two rows that matter for the aggro myth. White has exactly three First Strike cards in the whole game, and Support is Red's keyword — Red holds 8 of the 9 Units that carry it, and there is not a single Support card in the White common and uncommon pool. You cannot build "Blocker plus First Strike plus Support" in mono-White because the second and third pieces are not there — if you want a real look at what those two keywords do and who actually gets to use them, we broke that down in the First Strike and Support keyword guide. The push-forward toolkit is somebody else's too: Breach belongs to Green at 21 of 35 printings, High-Maneuver is split across Green, Blue and Purple, and Suppression is not a White keyword at all.

Worth saying plainly: the game has five colours — White, Blue, Green, Red and Purple — and the fast, cheap, aggressive deck people usually have in mind is the red/green Zeon budget list, which is built on Breach and disposable bodies. That deck exists, it is good, and it is not White — what you are about to build is its natural predator. If you are brand new to the game, start with the beginner's rules walkthrough and come back.

How Blocker Actually Works

The reminder text is one line: "(Rest this Unit to change the attack target to it.)" Everything strategic about this deck falls out of that sentence, so let us take it apart properly.

Demi Trainer, Gundam Card Game Gundam Lfrith, Gundam Card Game

First, Blocker redirects, it does not prevent. The attack still happens; it just happens to your Blocker instead of to the target your opponent chose. That is why it protects everything at once — your other Units, your Bases, and your Shields. A 1-cost Demi Trainer (1 AP / 1 HP, Blocker) is a laughable body in a fight, but it will still stand in front of a 5 AP attacker and eat an attack that was going to strip a Shield. That trade — one common for one turn of Shield safety — is the entire budget-deck thesis. If you are fuzzy on why Shields are the resource you are actually protecting, read our Shield and Burst trigger guide first.

Second, blocking costs you the rest. You must rest the Blocker to redirect, which means each Blocker stops exactly one attack per turn, and a Blocker that already attacked on your turn is rested and cannot block on theirs. This is the tension that defines every turn you play: attacking is how you win, but every Unit you turn sideways is a wall you took down yourself. Our full Blocker keyword breakdown goes deeper on the timing, and the raw trade maths — who survives what — is covered in the combat math guide.

Third, damage sticks. A Unit that blocks a 3 AP attacker and survives at 1 HP is still at 1 HP next turn unless something heals it — that is precisely why Repair exists as a keyword, and why it is Blue's job rather than White's. Your 4 HP walls are not permanent. They are two-block walls, sometimes three. Plan the sequence in which they die.

The 50-Card Decklist

Every card here is a common or an uncommon. Nothing needs a specific rare to function, and the whole thing is mono-White, so you never brick on colour. Remember the deckbuilding frame: 50 cards in the main deck, a separate 10-card resource deck that sits outside this list, a maximum of 4 copies of any card, and up to two colours allowed — we are only using one. If the construction rules are new to you, the first deck guide covers them properly.

Card Code Cost Copies Role
Demi Trainer ST01-008 1 2 Turn-one Blocker, 1 AP / 1 HP
Gundam Lfrith GD01-086 2 4 Unconditional Blocker, 2 AP / 4 HP wall
Rick Dias GD02-079 2 4 Unconditional Blocker, 3 AP / 3 HP
Flat (Militia) GD04-077 2 4 Unconditional Blocker, 2 AP / 4 HP wall
Gaelio's Schwalbe Graze GD02-082 2 4 3 AP / 3 HP Blocker, wants a Gjallarhorn friend
Ein's Schwalbe Graze GD02-077 2 4 4 AP / 3 HP beater, turns on Gjallarhorn cards
Graze Ritter (Ground Type) GD02-083 2 3 3 AP / 2 HP, dies to re-activate a Gjallarhorn Unit
Launcher Strike Gundam GD01-072 3 3 Unconditional Blocker, 3 AP / 4 HP top-end
Quattro Bajeena GD02-098 1 3 Pilot, AP+1 / HP+2
Gaelio Bauduin GD02-099 1 3 Pilot, AP+1 / HP+1, late-game AP-2
Unforeseen Incident ST01-014 1 4 Command, enemy Unit gets AP-3
Naval Bombardment GD01-120 1 3 Command, your Blocker gets AP+3
Heart Set on Revenge GD02-118 1 2 Command, bounce the Unit fighting your Blocker
Midair Modifications GD01-121 2 2 Command, set a rested Blocker back to active
Kusanagi GD01-129 2 3 Base, HP4, Shield to hand plus a bounce
Sleipnir GD02-130 2 2 Base, HP5, Shield to hand plus AP-2

That is 28 Units, 6 Pilots, 11 Commands and 5 Bases. Twenty-one of the 28 Units carry Blocker, and the curve tops out at 3. There is no cost-5 or cost-6 haymaker, and that is deliberate: at this rarity the expensive White cards are worse rate than two 2-drops, and a deck that wants a wall up every turn cannot spend a whole turn casting one card.

The Blocker Core, Card by Card

Rick Dias, Gundam Card Game Flat (Militia), Gundam Card Game Launcher Strike Gundam, Gundam Card Game

Rick Dias (GD02-079) is the best card in the deck and it is a common. Two cost, 3 AP / 3 HP, and the keyword line is simply " (Rest this Unit to change the attack target to it.)" — no trait condition, no AP threshold, no second Unit required. It blocks a 3 AP / 3 HP attacker and trades one-for-one, it blocks a 2 AP attacker and survives, and it is the cheapest Blocker in White that hits hard enough to threaten anything back. You want all four, always, and you never cut them.

Gundam Lfrith (GD01-086) and Flat (Militia) (GD04-077) are the same card with different art for your purposes: 2 cost, 2 AP / 4 HP, unconditional Blocker. Four HP is the number that matters. It means they eat a hit from the 3 AP attackers that dominate cheap boards and live, and a 2 AP hit leaves them healthy enough to block again next turn. Their 2 AP means they rarely kill anything on their own — that is what the Commands are for, and it is exactly why Naval Bombardment is in the list.

Launcher Strike Gundam (GD01-072) is the only 3-drop and the best of both worlds: 3 AP / 4 HP with unconditional Blocker, an uncommon rather than a chase card. Against a 3 AP / 3 HP attacker it kills the thing outright and walks away at 1 HP, and against a 2 AP attacker it barely notices. Be honest about the top end, though: 4 HP means a 4 AP attacker still kills it, so the extra HP buys you better trades against cheap boards, not immortality. Three copies rather than four only because a hand with two of them on turn three is clunky.

Gaelio's Schwalbe Graze, Gundam Card Game Ein's Schwalbe Graze, Gundam Card Game Graze Ritter (Ground Type), Gundam Card Game

The Gjallarhorn package is where the deck stops being a pile of walls and starts being a machine. Gaelio's Schwalbe Graze (GD02-082) is a 2-cost 3 AP / 3 HP Blocker whose text wants other Gjallarhorn Units around, and with eleven of them in the list — four Gaelio's, four Ein's Schwalbe Graze (GD02-077) and three Graze Ritter (Ground Type) (GD02-083) — you almost always have one by turn three. Deploy it alongside another Graze and it does Rick Dias's job for the same price.

Ein's Schwalbe Graze earns its slot twice over. It is a 2-cost 4 AP / 3 HP with no drawback text at all — among the hardest-hitting two-drops in the White common and uncommon pool — and it is the Gjallarhorn body that supports your Gaelio's Schwalbes. Graze Ritter (Ground Type) is the sneaky one: a 2-cost 3 AP / 2 HP whose "【Destroyed】" line sets one of your Gjallarhorn Units back to active on your opponent's turn. Block with Gaelio's Schwalbe, let Graze Ritter die to the next attack, and Gaelio's Schwalbe stands back up ready to block a third attack the same turn. That is a two-common combo that costs you nothing to assemble.

Three Blocker traps to avoid. M1 Astray (GD01-081) is a 2-cost 2 AP / 2 HP Blocker — the body is so small that it dies to nearly every attack it redirects, so it blocks once and is gone. Zowort (ST01-009) and Royal Gundam (GD05-075) are both 2-cost 3 AP / 2 HP Blockers whose text stops them choosing the enemy player as an attack target, which means they can never help you actually close the game. And Buster Gundam (GD02-076) is a 3-cost 4 AP / 3 HP Blocker — a fine card, but at three resources you would rather have Launcher Strike Gundam's extra HP, because HP is what lets a wall block twice.

Two Demi Trainer (ST01-008) round out the Units. A 1-cost 1 AP / 1 HP Blocker is not a card you want on turn eight, but it is the only turn-one play in White that stops an attack, and against a fast start it buys you the turn you need.

The Support Shell: Pilots, Commands, Bases

Naval Bombardment, Gundam Card Game Heart Set on Revenge, Gundam Card Game Midair Modifications, Gundam Card Game

A wall of 2 AP bodies does not win a game by itself. Three of the four Commands in this list exist to make blocking profitable rather than merely survivable. Naval Bombardment (GD01-120) is the headline: a 1-cost White Command that gives a friendly Unit with Blocker AP+3 for the turn. Gundam Lfrith blocks at 2 AP and suddenly swings back for 5, which kills basically every cheap attacker in the format. It also has a Burst half if it happens to be flipped off one of your Shields, so it is never a dead draw.

Heart Set on Revenge (GD02-118) is the meanest card in the deck and the reason two copies are worth the slot: for one resource it returns an enemy Unit that is battling one of your Blockers to its owner's hand. Your opponent declares an attack, you rest a Blocker to redirect it, and then their attacker goes back to hand having accomplished nothing — they spent a card and a turn, you spent one resource. Note the HP cap in the text, which is where it stops being universal removal; big bodies still get through. It also carries a 【Pilot】 line worth AP+1 / HP+0, so in a pinch it can be paired onto a Unit instead of played as a Command.

Two Midair Modifications (GD01-121) are your untap button: a 2-cost White Command that sets a rested Blocker back to active so it can redirect a second attack in the same turn. Block once, refresh, block again. Four Unforeseen Incident (ST01-014) is the flexible answer — a 1-cost Command that shrinks an enemy Unit's AP, and it works off a Shield flip too. Against a 3 AP attacker it is simply "your attack does nothing this turn".

Quattro Bajeena, Gundam Card Game Kusanagi, Gundam Card Game

The Pilots are stat sticks first and text boxes second. Quattro Bajeena (GD02-098) gives AP+1 / HP+2 for one resource. Paired onto Rick Dias that is a 4 AP / 5 HP Blocker for three resources total, which beats almost anything a budget deck can attack with. His card-filtering clause only triggers on an AEUG Unit, and Rick Dias is the only AEUG Unit in the list, so treat that as a bonus you sometimes get, not a plan. Gaelio Bauduin (GD02-099) is AP+1 / HP+1 and hands an enemy Unit AP-2 when paired if you have enough Gjallarhorn cards in the trash — a genuine late-game clause in a deck with eighteen Gjallarhorn cards, and completely dead on turn two. Both are 【Burst】 cards that add themselves to your hand when flipped off a Shield, which is the quiet reason Pilots are good in a defensive deck.

Finally, the Bases. Three Kusanagi (GD01-129) and two Sleipnir (GD02-130) do three jobs at once: at 4 HP and 5 HP they are objects an attacker has to chew through, they both add one of your Shields to your hand on deploy, and both deploy free off a Burst. Kusanagi also bounces a small enemy Unit when it lands; Sleipnir's AP-2 rider wants a Gjallarhorn Unit in play, which you usually have. One warning on the Shield-to-hand clause: it moves a card out of the buffer keeping you alive, so do not deploy a Base purely for the card when you are low.

How to Pilot the Deck

Mulligan for two-drops. A hand with two of Lfrith, Rick Dias, Flat, Gaelio's Schwalbe or Ein's Schwalbe is a keep, full stop. A hand with three Commands and no Units is not, because Naval Bombardment does nothing without a Blocker to point it at. A Base and an Unforeseen Incident are nice extras, but the Units come first.

Turn one you have a single resource. That is a Demi Trainer, or nothing, and nothing is fine. Turn two is the turn that matters: deploy a 2-cost Blocker every single turn from here until your opponent stops attacking. Whether you go first or second changes what you have available on that first turn thanks to the going-first and going-second tokens — we cover both in the EX Base and EX Resource explainer — but the plan does not change either way.

Through the middle turns your job is to make attacking miserable rather than to build a scary board. Do the arithmetic before you block: a 2 AP / 4 HP Lfrith blocking a 3 AP / 3 HP attacker leaves both of them at 1 HP, a bad trade on its own — but with Naval Bombardment held up it becomes a 5 AP block that kills the attacker outright while Lfrith walks away at 1 HP. That one-resource difference is the deck. Hold a resource open when you can, and point Unforeseen Incident at the attacker whose damage you cannot afford, not the biggest thing on the board.

Then, at some point, you have to actually win, and this is where most new Blocker players fall over. Every Unit you attack with is a Unit that cannot block on the crack back. Start attacking only when your opponent's board can no longer punish the walls you leave rested, and attack with the bodies whose blocking value is lowest — Ein's Schwalbe Graze at 4 AP has no Blocker text to waste, so it is your designated aggressor, followed by a Pilot-boosted Rick Dias. Keep one Lfrith or Flat home as the fire escape. If you want a shell that closes harder, the Banshee Norn budget control tech is the natural next stop.

The most common mistake with this deck: attacking with every Blocker on turn four because the board looks good. You rest four walls, your opponent unloads into an empty defence, and three Shields disappear in one turn. Blocker decks lose from being greedy far more often than they lose from being outclassed.

What This Deck Cannot Do

Buster Gundam, Gundam Card Game Overflowing Affection, Gundam Card Game

Here is the honest ceiling. This deck has no card draw engine. The one draw-shaped card in the White common and uncommon pool is Overflowing Affection (GD01-118), a 1-cost Command, and it is not in the 50 because every slot is doing defensive work. If you find yourself flooding out or running out of gas in long games, cutting the two Demi Trainer for two Overflowing Affection is the first change to try.

It also has no big finisher. Your biggest card is a 3-cost 3 AP / 4 HP Blocker, and nothing in the list costs more than three. Against a deck that lands a genuine bomb, you do not have a card that answers it cleanly — Heart Set on Revenge only reaches smaller Units, and Unforeseen Incident only shrinks AP for a turn. You beat those decks by having taken fewer Shield hits along the way, not by trumping them. If you want to see what the expensive end of the game looks like before you decide whether that matters to you, the chase card rundown is a useful reality check, and the rarity guide explains what you are actually paying for when you move up.

And it has no healing. Damage stays on your walls, and White's answer to that is thin — Aspiring Pilot (GD02-120) is a 1-cost Pilot at AP+0 / HP+1 whose recovery clause only fires on an AEUG Unit or Base, which in this list means Rick Dias and nothing else. This is the single strongest argument for taking the deck two-colour: Blue owns Repair at 15 of 19 printings, and a White/Blue wall deck that actually heals its blockers is the natural evolution of this shell. Our two-colour deckbuilding guide walks through how to split the resource base without ruining your curve.

For flex slots inside mono-White, the two worth testing are Buster Gundam (GD02-076), a 3-cost 4 AP / 3 HP Blocker that hits harder than Launcher Strike Gundam even though it blocks less durably, and Gundam Pharact (GD02-078), a 3-cost 5 AP / 4 HP body with no keyword at all, which ties Agrissa (GD04-079) for the hardest-hitting three-drop in the budget pool if you decide you need a clock more than another wall. One card you should not add is Shining Finger (GD05-120): the only First Strike card anywhere in this budget pool, and it grants the keyword to a Unit this deck cannot field.

On buying: everything here is a common or uncommon, so buy playsets as singles rather than cracking packs. TCGplayer and eBay stock GD01, GD02 and GD04 commons deeply, and the ST01 starter deck is where Demi Trainer and Unforeseen Incident live — we compared the sealed products in the beginner's buyer's guide.

Frequently Asked Questions

Is this deck actually competitive, or just cheap? It is a genuinely strong local-shop deck and it beats unrefined aggro consistently, because every card in it is built to make a cheap attack fail. It is not a tournament-winning list, and the reason is structural rather than a tuning problem: no draw, no healing, no top end.

Why isn't this built around First Strike and Support like other White guides say? Because those cards are not there. The complete keyword list is Blocker, Breach, Repair, First Strike, High-Maneuver, Suppression and Support. White has three First Strike cards in the whole game, and Support is Red's keyword — Red holds 8 of the 9 Units that carry it. The only First Strike card in this budget pool, Shining Finger (GD05-120), grants the keyword to a Unit the deck cannot field. You cannot build around a keyword with three printings in your colour.

Can I splash a second colour? Yes — decks may use up to two colours. Blue is the obvious partner because it owns Repair, which patches the deck's biggest hole. Just be aware that every off-colour card makes your early Blocker drops less reliable, and this deck's whole premise is having a wall down on turn two.

Should I ever attack with my Blockers? Yes, but late and selectively. Attack with Ein's Schwalbe Graze first because it has no Blocker text to waste, then with Pilot-boosted Rick Dias, and always leave at least one Gundam Lfrith or Flat (Militia) active. If resting a Unit would let your opponent's board take a Shield, the attack is not worth it yet.

Why isn't Zowort or Royal Gundam in the list? Both are 2-cost 3 AP / 2 HP Blockers, and both carry text that stops them choosing the enemy player as an attack target. In a deck that already struggles to close, bodies that can never attack the player make the endgame worse. If your local meta is nothing but aggro, they are reasonable swaps for the two Demi Trainer.

How many copies do I actually need to buy? Four is the maximum of any single card, and the pricier half of this list is seventeen uncommons across six names: Launcher Strike Gundam, Ein's Schwalbe Graze, Quattro Bajeena, Heart Set on Revenge, Midair Modifications and Kusanagi. The other thirty-three cards, Naval Bombardment and Sleipnir included, are commons. Buy them as singles rather than hoping to open them.

What should I upgrade first once I have a budget? Healing, then a finisher, in that order. A Blue Repair package fixes the flaw that actually loses you games, and a single big Unit gives you a way to convert a stalled board. Before you spend anything, read the beginner's guide to the meta so you are buying against the decks you will actually face.

Build the deck the card pool actually supports.

White holds 52% of the Blocker Units in the game and almost none of the aggressive keywords, so the honest budget White deck is a wall of 2-cost Blockers backed by Naval Bombardment and Heart Set on Revenge — not a race. It wins by making every attack cost your opponent more than it costs you, with commons and uncommons only. Its limits are real and named above: no draw, no healing, no top end. Play inside them and it is one of the best cheap decks in the format.

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