Card Review LR Newtype Rising [GD01]

Gundam [LR] (GD01-001) Card Review – The Heart of One Year War

The RX-78-2 Gundam LR is the centerpiece of the most consistently A-tier deck since launch. Its Repair passive and Amuro Ray Pilot link create a resource engine opponents struggle to outpace.

Card Review: Gundam [LR] (GD01-001)

Card Commander Review

Card: Gundam [LR]
Card Number: GD01-001
Set: Newtype Rising [GD01]
Type: UNIT | Color: Blue | Rarity: LR
Stats: Level 4 | Cost 3 | AP 3 | HP 3
Trait: (Earth Federation) (White Base Team)
Link: [Amuro Ray]
Zone: Space / Earth


The Card That Started It All

If you’ve been playing the Gundam Card Game for any length of time, you already know this card. The RX-78-2 Gundam — the original, the icon — and in card form, it’s one of the reasons the One Year War archetype has been A-tier since the game launched.

Let’s break down why this card is so good, when to play it, and how to build around it.


What Does It Do?

The Gundam [LR] has two effects:

Passive: All your (White Base Team) Units gain [Repair 1]. That means at the end of every one of your turns, every White Base Team Unit on your field recovers 1 HP. Not just the Gundam itself — every single one.

When Paired (with Amuro Ray): If you have 2 or more other Units in play, draw 1 card.

On the surface these effects look modest. In practice, they’re both overtuned in the right deck.


Why Is It Good?

The Repair Engine

HP recovery changes the math of combat completely. Your opponent can no longer “chip” White Base Team units down over multiple turns and clean up later. If they don’t kill a Unit outright, it heals back. This forces your opponent to either commit enough AP to kill Units in one hit (expensive), or watch their board advantage drain away.

The Gundam itself hits 3 HP — modest for a Level 4. But with Repair 1 ticking every turn, it functionally plays like a 4-5 HP unit against anyone not ready to commit. Stack it with the White Base (ST01-015) which can generate Guncannon, Guntank, and Gundam tokens, and you’ve got multiple Repair targets every turn.

The Draw Engine

Amuro Ray’s Pilot Link effect — drawing a card whenever this Unit attacks as a Link Unit — is what pushes the Gundam from good to oppressive in longer games. Card advantage is everything in this game. When you’re drawing off attacks AND healing your units end of turn, you’re generating tempo and resources simultaneously.

The condition (2+ other Units in play) is easy to fulfill. White Base Team is full of cheap units that flood the board.


When Do You Play It?

Ideal curve: You want to be establishing your board in turns 2-3 with cheap White Base Team units (Guntank, Guncannon, the G-Fighter), then deploying the Gundam on turn 4 when you can pair it with Amuro Ray the same turn or the turn after.

Key timing: Drop the Gundam BEFORE you deploy more units if possible, since the Repair passive activates at end of your turn — meaning if you deploy it mid-turn, everything on board already benefits that same turn.

Don’t wait for the perfect moment. The Gundam at Level 4 Cost 3 is efficiently costed for an LR. Get it on board and start the Repair clock.


Who Pilots It?

Amuro Ray (ST01-010) is the designated pilot — a Level 4 Cost 1 Blue Pilot with +2 AP, +1 HP.

His effect: When Paired — choose 1 enemy Unit with 5 or less HP. Rest it.

Combined with the Gundam’s draw effect when linked, Amuro Ray is one of the best pilot cards in the game. AP+2 turns the Gundam’s 3 AP into a 5 AP threat, and the tap-to-rest on a 5-or-less HP unit is free board control every time you attack.

The Gundam can also run any (White Base Team) pilot via the G-Fighter’s trait link. Sayla Mass (GD01-087) is a notable secondary option — her Repair 1 on blue units stacks with the Gundam’s passive, and she provides flexible Pilot coverage.


Deck Building Tips

Core package:

  • 4x Gundam [LR/LR+/LR++] — you want to see this card
  • 3-4x Amuro Ray (any print)
  • 3-4x White Base (ST01-015) — generates tokens that benefit from Repair
  • 3-4x G-Fighter (GD01-009) — gives High-Maneuver to White Base Team units
  • 4x Guncannon (GD01-004) — White Base Team, also has Repair 1 baseline and disrupts rested units on deploy
  • 2-3x Sayla Mass — secondary pilot, Repair stacking

Key commands:

  • The Stubborn Cog (GD01-103) — rests both a friendly and enemy unit, clears blockers and enables rested-unit attacks
  • Intercept Orders (GD01-099) — mass rest on low-HP enemies, incredible with Repair keeping your units healthy enough to attack through

Strategy: Control the board with Repair sustainability, draw into your Amuro Ray with G-Fighter and White Base activations, then take over with a fully-linked Gundam that heals and draws every turn.


Competitive Context

The One Year War deck has been A-tier since launch. It’s the most consistently performing archetype in the game, and the Gundam LR is its centerpiece. Tournament players respect it so much that removal-heavy control decks specifically build around answering it.

If you’re new to competitive play, this deck teaches you the fundamentals: board presence, Pilot synergy, resource generation. If you’re an experienced player, you know this card demands an answer or the game spirals out of control.

Verdict: S-Tier card, core of one of the game’s best archetypes. Every collection should have at least one.


Market Price

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Review by Caly — Card Commander | cardcommander.pro
Featuring commentary by Caleb Stratton


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