|Perhaps another example to show that Bandai never learns, after Imperialdramon Paladin Mode, Arche Gundam became the next collaboration card that made an amazing impact on the meta. This mobile suit is not appreciated in its series, and it is very much not appreciated in the card game either. Although having only a BP of 15000 as a Cost 7, which is reasonable for an X-Rare card, it brought itself a lot more attention than the other cards ever since it was revealed by the official.
In general, Arche Gundam has two effects: one from hand and one during battle. Its effect during battle is further divided into three parts: destroy an opposing Cost 7 or less Spirit, refresh itself, and a collection of hand and deck destruction and life burn. These effects activate according to the amount of cost you pay for the effect, maximum three costs. In all honesty, they are not some very shocking effects, nor are they particularly overpowered when compared to cards such as The Hellsoil FourDemonLord Magnamizer. It is also worth mentioning that this effect can only activate during flash-timing while this Spirit is in battle, meaning the opponent does have many chances to remove it before it can do any significant damage.
The effect that brings it to spotlight is its effect from hand, “You can pay one cost to summon this card from your Hand when a Spirit’s attack reduces the Life or when a Spirit is destroyed.” This effect alone makes Arche Gundam worthy enough to be thrown into almost every deck, because now, including the effect cost, you are basically paying four costs for a destruction, a refresh, one card from hand discarded, six cards from deck discarded, and one life burn. The most devastating part is that one can easily use its effects fully on turn one or two. And even if you cannot do most of the effects above, the Spirit destruction or the refresh are already showing itself a place in any kind of speed deck. One copy of Arche Gundam is enough to deal the opponent three lives in one turn. And not to mention, the need to pay one cost for the summon beautifully dodges any kind of Zero Counter.
The two effects combined easily makes Arche Gundam an alternative win condition in any kind of deck. And statistics shows that, particularly, Arche Gundam allows Red/Blue Primal decks to secure their places in the meta. Of course, the “Primal” family cards of both colors were not lacking good finishers, but Arche Gundam provides a far quicker and definite way to end the game. It is that good of a card that wherever you put it, it will most likely be a plus, even just slightly, more than a drag.
Being able to be used for both attack and block, disruption to the opponent from every angle, it is not wrong to say that Arche Gundam is one of the most versatile cards now, if not of all time, to the point that limiting it probably would not shake its place. Certainly a card that one should beware of.
This card's page