SP//Dr Gundam Prompt Test

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Idirian · 74

The SP//dr deck is designed around weapon synergy, multiple attacks, and big damage output while setting up quickly. Your mulligan strategy should focus on:

  1. Setting up key upgrades early to enable consistent high damage.
  2. Ensuring access to Interface resources for efficient plays.
  3. Having attack events or weapons available to maximize early turns.

Priority Mulligan Cards (Must Keep if Drawn)

These cards provide an optimal first turn setup and are essential for the deck’s strategy: • Host Spider – Provides a free ready every turn, significantly increasing action efficiency.

• SP//dr Command – Enables Interface recursion, making resource management smoother.

• Psychic Link – Increases SP//dr’s THW, making threat control more effective.

• Side Holster – Allows you to play all three weapons, maximizing Mean Swing value.

Situational Mulligan Cards (Keep if Conditions Match)

These cards are strong but depend on the matchup or your opening hand: • Heavy Weapon Strategy (Keep Mean Swing or Godslayer)

• If you already have a weapon, keep Mean Swing for a +3 attack buff.

• Godslayer is great if facing a single strong villain, but mulligan it away if expecting multiple enemies.

• Threat-Control Needs (Keep Rapid Deployment or Web-Trap)

• If the villain starts with high threat, Rapid Deployment is crucial for removing it early.

• Web-Trap helps by stunning the villain and slowing down their game plan.

• If You Have Host Spider, Keep All Systems Go!

• If you already have Host Spider, keeping All Systems Go! lets you ready it for extra activations.

Cards to Mulligan Away (Unless Needed for a Specific Strategy)

• Boot Camp – It’s amazing in the mid-game, but turn 1, you need interfaces and weapons first.

• Energy, Genius, Strength – These are great for paying for expensive cards, but if your opening hand is full of them, mulligan at least one to get action-based cards instead.

• Moment of Triumph – Healing isn’t necessary early on, so cycle this unless facing chip damage-heavy enemies.

Mulligan Process Example

  1. Keep: Host Spider, SP//dr Command, Side Holster, Jarnbjorn.

  2. Consider Keeping: A weapon attack option (Mean Swing, Godslayer) or threat removal if needed.

  3. Mulligan Away: Late-game cards (Boot Camp), duplicates, or defensive options you don’t immediately need.

  4. Draw New Cards & Repeat to ensure a strong first turn setup.

Turn 1 Ideal Setup:

• Play Host Spider to get your readying and resource generation started.

• Equip Side Holster if you have multiple weapons in hand.

• If attacking, play a weapon and prepare for Mean Swing or Jarnbjorn triggers.

• If facing early threat, play Rapid Deployment or Web-Trap as needed.

Final Mulligan Summary:

✔ Prioritize setup cards (Host Spider, SP//dr Command, Side Holster).

✔ Keep an attack event or weapon to enable early multi-attacks.

✔ Cycle out expensive/later-game cards (Boot Camp, Moment of Triumph).

✔ Adjust based on the villain (threat removal or stun if needed).

By following this mulligan strategy, your SP//dr deck will hit hard from turn one, setting up multiple attacks per round while keeping interfaces and weapons online for maximum efficiency.

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