Blog/Gundam TCG/Set Releases

Gundam Card Game ST11-ST14 Card Lists - All 64 Cards

On 11 September 2026 Bandai put the ST11 through ST14 card lists into the official card database, two weeks before the decks reach shelves. That is 64 distinct cards, 2 Legend Rare and 14 Common per deck, all of them Block 2. It also shipped 62 new rulings and Comprehensive Rules Ver. 1.9.0 the same day. Here is every card, what the four decks are actually built to do, the ruling that changes cards you already own, and the one card whose database entry already disagrees with Bandai's own errata.

Published September 12, 2026·11 min read·By Mythras
Official Bandai key visual for the Gundam Card Game starter deck Raging Onslaught [ST12], showing the crimson and black Gundam Epyon in its mobile suit form, wings spread and heat rod in hand, against a blue starfield.

The four September starter decks do not reach shelves until 25 September 2026. Their card lists went live on 11 September, which is the part worth acting on now, because a starter deck you can read is a starter deck you can decide about.

Bandai put all 64 cards into the official card database that day, alongside 62 new FAQ entries and a fresh revision of the Comprehensive Rules. Everything below is read off those three sources on 12 September 2026. Where Bandai has published nothing, this post says so rather than filling the gap.

Three things landed on 11 September

The product pages for Aquatic Assault [ST11], Raging Onslaught [ST12], Silent Barrage [ST13] and Heavy Dominion [ST14] all carry an 11 September news stamp, and three separate systems moved at once:

  • The card database gained 64 new entries, ST11-001 through ST14-016.
  • The FAQ database gained 62 rulings, numbered Q427 to Q488, every one of them dated 11 September 2026.
  • The Comprehensive Rules PDF was replaced with Ver. 1.9.0, dated 11 September 2026. It replaces Ver. 1.8.0, dated 10 July 2026.

That third one changes the version number any Gundam rules citation should carry, and it is the last section of this post.

Every card in ST11 through ST14

Sixteen distinct cards per deck, 2 Legend Rare and 14 Common in each. Until 11 September that split was unconfirmed for this wave. The four September product pages carry no rarity block at all, so this is counted off the 64 database entries rather than read off a Bandai summary. It matches the card numbering of ST01 through ST04 and Generation Pulse [ST10], which are the other 16-card starters.

One caveat if you go checking that against Bandai's own pages. The ST01 through ST08 product pages all print the same rarity block, "x2 Legend Rare, x14 Common" - but the card database only carries 15 numbered cards each for ST05, ST06, ST07 and ST08, one short of what those blocks add up to. ST11 through ST14 have no such gap: 001 through 016 all resolve, and 017 does not.

Every one of these 64 cards carries a Block 2 indicator. Block 2 began with the Freedom Ascension [GD05] booster in July 2026; ST01 through ST10, GD01 through GD04 and Eternal Nexus [EB01] are all Block 1. These are the first Block 2 starter decks.

Aquatic Assault [ST11] - Blue / Purple

CardNameTypeColourLv.CostAP / HPRarity
ST11-001Char's Z'GokUnitBlue433 / 3LR
ST11-002AcguyUnitBlue323 / 1C
ST11-003ZockUnitBlue323 / 3C
ST11-004ZnOUnitBlue333 / 2C
ST11-005AshUnitBlue544 / 4C
ST11-006ShambloUnitPurple654 / 5LR
ST11-007Gundam LeopardUnitPurple324 / 3C
ST11-008DaughseatUnitPurple212 / 2C
ST11-009KapoolUnitPurple111 / 1C
ST11-010Abyss GundamUnitPurple434 / 3C
ST11-011Char AznablePilotBlue41+2 / +1C
ST11-012Loni GarveyPilotPurple41+2 / +1C
ST11-013Poorly Planned OffensiveCommandBlue42-C
ST11-014The Orca of Red SeaCommandBlue31+1 / +1C
ST11-015A Twinkle from the AbyssCommandPurple52-C
ST11-016Mad AnglerBaseBlue31- / 5C

Raging Onslaught [ST12] - Red / Purple

CardNameTypeColourLv.CostAP / HPRarity
ST12-001Gundam EpyonUnitRed765 / 5LR
ST12-002Shining GundamUnitRed545 / 4C
ST12-003Tallgeese IIIUnitRed544 / 4C
ST12-004Gundam ExiaUnitRed433 / 4C
ST12-005GQuuuuuuX (Omega Psycommu)UnitRed323 / 2C
ST12-006Unicorn Gundam 02 Banshee (Destroy Mode)UnitPurple655 / 4LR
ST12-007GyanUnitPurple223 / 1C
ST12-008Efreet SchneidUnitPurple424 / 3C
ST12-009Unicorn Gundam 02 Banshee (Unicorn Mode)UnitPurple433 / 4C
ST12-010Slash Zaku PhantomUnitPurple212 / 2C
ST12-011Milliardo PeacecraftPilotRed51+3 / +1C
ST12-012Ple-TwelvePilotPurple41+1 / +2C
ST12-013The Final VictorCommandRed62-C
ST12-014Wise Leader's PrideCommandPurple31+1 / +0C
ST12-015Two UnicornsCommandPurple41-C
ST12-016LibraBaseRed31- / 5C

Silent Barrage [ST13] - Green / Red

CardNameTypeColourLv.CostAP / HPRarity
ST13-001QubeleyUnitGreen755 / 5LR
ST13-002ElmethUnitGreen433 / 3C
ST13-003BertigoUnitGreen423 / 4C
ST13-004GX-BitUnitGreen223 / 1C
ST13-005GFreDUnitGreen323 / 2C
ST13-006Gundam AerialUnitRed655 / 4LR
ST13-007Gyunei's Jagd DogaUnitRed433 / 4C
ST13-008Gundam Throne ZweiUnitRed324 / 3C
ST13-009Gundam PharactUnitRed323 / 3C
ST13-010Red Gundam (0079)UnitRed544 / 4C
ST13-011Haman KarnPilotGreen61+2 / +2C
ST13-012Suletta MercuryPilotRed41+2 / +1C
ST13-013I'm a NewtypeCommandGreen41+1 / +1C
ST13-014Final DutyCommandRed62-C
ST13-015Operation to Intercept SolomonCommandRed42-C
ST13-016SodonBaseGreen21- / 5C

Heavy Dominion [ST14] - Green / White

CardNameTypeColourLv.CostAP / HPRarity
ST14-001The-OUnitWhite986 / 7LR
ST14-002Gundam NT-1 Full ArmorUnitWhite544 / 4C
ST14-003Palace AtheneUnitWhite433 / 4C
ST14-004Geara Doga (Heavy Armed Type)UnitWhite112 / 1C
ST14-005G-Falcon DXUnitWhite765 / 5C
ST14-006Full Armor Unicorn Gundam (Destroy Mode)UnitGreen863 / 6LR
ST14-007Full Armor Unicorn Gundam (Unicorn Mode)UnitGreen534 / 4C
ST14-008Gundam Heavyarms Custom (EW)UnitGreen646 / 4C
ST14-009Duel Gundam (Assault Shroud)UnitGreen333 / 2C
ST14-010Perfect Strike GundamUnitGreen424 / 3C
ST14-011Paptimus SciroccoPilotWhite41+2 / +1C
ST14-012Banagher LinksPilotGreen41+2 / +1C
ST14-013Natural TalentCommandWhite42-C
ST14-014Blazing Mobile Suit RiderCommandWhite51+2 / +1C
ST14-015Battlefield EmotionsCommandGreen44-C
ST14-016Gryphios 2BaseWhite31- / 5C

All four decks share one skeleton

Line the four lists up by card number and they are the same deck four times over. Not similar - identical, slot for slot:

Card numbersWhat sits thereColour
001-005Five UnitsColour A
006-010Five UnitsColour B
011One PilotColour A
012One PilotColour B
013-015Three CommandsMixed
016One BaseColour A

Ten Units, two Pilots, three Commands, one Base, in every deck. The two Legend Rares are always 001 and 006, which means one LR per colour. The only slot with any give in it is the Command block, and that is where the colour counts diverge: ST11 and ST14 land 9 cards in their first colour and 7 in their second, while ST12 and ST13 split 8 and 8.

If you have read the deckbuilding guide, this is the two-colour rule made concrete. Every one of these decks is a legal two-colour list with a Base, a low-Level Pilot in each colour, and a Command suite that can be cast off either side.

ST11 is the only tribal deck of the four

Aquatic Assault is built around a single trait in a way the other three are not. Eleven of its sixteen cards carry the (Marine) trait, and ten of the sixteen mention (Marine) somewhere in their text. Char's Z'Gok, while paired with a Pilot, cannot be chosen as an attack target so long as two or more other friendly (Marine) Units are in play. Acguy, while rested on your opponent's turn, stops friendly (Marine) Units with 2 or less HP receiving enemy effect damage. Kapool draws you a card when it is destroyed on your opponent's turn with a friendly (Marine) Unit in play - and Bandai's Q432 confirms that works even when there is no other (Marine) Unit on the board.

That is a real payoff structure, and it is also a real constraint - the Units that turn those effects on are the same Units the deck is made of. Nothing else in the wave is built this tightly around one word.

ST11 is also the Earth deck: nine of its eleven Units and Bases are labelled Earth, and the remaining two read Space Earth. Nothing in the rest of the wave looks like that - ST12 has a single Earth-only card, ST13 and ST14 have none, and their Units are almost all Space Earth. Worth knowing that this is flavour, not a rule - zone labels in this game gate nothing, as covered in Space and Earth zones do nothing.

ST12 ships with a card that is already wrong

The official Gundam Card Game card ST12-001 Gundam Epyon, a red Level 7 Unit costing 6 with AP 5 and HP 5, showing a During Pair effect that deals 2 damage to all enemy Units with 5 or less AP.

On 4 September 2026, a week before the card list went up, Bandai published an errata notice for ST12-001 Gundam Epyon. The before text reads 【During Pair・Lv.5 or Higher Pilot】. The after text reads 【During Pair・Lv.5 or Higher Pilot】【Once per Turn】. Bandai's wording is that the corrected version "shall be regarded as the correct wording", and that no corrected cards will be distributed.

Read the database entry as of 12 September 2026 and the 【Once per Turn】 is not there. The effect shown is still the pre-errata version: during your turn, when this Unit destroys an enemy Unit with damage, deal 2 damage to all enemy Units with 5 or less AP - with no frequency limit on it.

So two official Bandai channels currently disagree about the same card. The printed card will carry the database version, because the errata's "Before" text is what went to print and Bandai says no corrected cards are coming. The errata notice is the one that governs anyway.

You can see what the corrected template is meant to look like two numbers later, on ST12-003 Tallgeese III, which prints the limiter Bandai is retrofitting onto Epyon:

The official Gundam Card Game card ST12-003 Tallgeese III, a red Level 5 Unit costing 4 with AP 4 and HP 4, whose effect opens with a Once per Turn keyword before a destroy-trigger that deals 1 damage to all enemy Units with 3 or less AP.

Tallgeese III reads 【Once per Turn】 first, then the same shape of trigger at a smaller size. Epyon without the limiter chains once per destroyed Unit; with it, once per turn. In a deck whose whole pitch is repeated attacks, that is the difference between a board wipe and a ping.

Bandai answered two questions about the Epyon trigger on 11 September, Q436 and Q437, and both widen it: the effect fires even when both Units are destroyed in the battle, and it fires when the enemy Unit is destroyed by effect damage rather than battle damage. Those answers are about what counts as a destruction, not about how often the trigger may fire, so they sit on top of the errata rather than replacing it.

ST13 is a token engine, ST14 is a curve

The official Gundam Card Game card ST13-001 Qubeley, a green Level 7 Unit costing 5 with AP 5 and HP 5, whose Once per Turn effect deploys one to two Bit slash Funnel Unit tokens when you pair a Pilot with one of your Units.

Silent Barrage puts four token-makers in sixteen cards. Qubeley deploys one to two [Bit / Funnel] tokens - a (Long-Range Weapon) body at AP 2 / HP 2 that cannot be paired with a Pilot and cannot attack - every time you pair a Pilot with one of your Units, once per turn, and its second effect spends a resource to throw one of your tokens into a damage-step-only battle with an enemy Unit. Elmeth deploys one on arrival. Sodon, the Base, deploys one when it hits the field. I'm a Newtype deploys one to two for a single resource. Red Gundam (0079) then eats a token to gain <Breach 3> for a turn.

Tokens that cannot attack and cannot take a Pilot are not a clock; they are chump blockers and ammunition. Qubeley's second effect is what turns them into damage.

The official Gundam Card Game card ST14-001 The-O, a white Level 9 Unit costing 8 with AP 6 and HP 7, printing Suppression and an effect that stops each enemy player's lowest-Level rested Units from being set as active.

Heavy Dominion goes the other direction. Its Units run Level 1 to Level 9 and cost 1 to 8, the widest and highest spread of the four decks - ST11 tops out at a Level 6 for 5, ST12 at Level 7 for 6, ST13 at Level 7 for 5. The-O sits at the top at Level 9 for 8 resources, with AP 6 / HP 7, <Suppression> printed on it, and a second effect that stops each enemy player's lowest-Level rested Units from being set as active in their start phase.

Bandai published three rulings on that second effect. Q462: if several Units are tied for lowest Level, none of them untaps. Q463: the lock only covers the start phase, so an effect that sets Units active in another phase still works. Q464: in a multiplayer battle it applies to each opponent separately.

The multiplayer claim, checked against the text

All four product pages carry the same line - the decks are "strong in 1-on-1 battles" and also contain "many cards that truly shine in multiplayer matches". That is marketing copy, so it is worth checking against the card text, and it survives the check. Six of the 64 cards are written against a board with more than one opponent - four of them address an enemy player individually, and two change rate with how many enemy players there are:

CardDeckThe multiplayer wording
ST12-013 The Final VictorST12Choose 1 enemy player, then each of you picks a Unit for a damage-step-only battle
ST13-009 Gundam PharactST13Choose 1 enemy player; that player exiles 2 Unit cards from their trash
ST14-001 The-OST14Each enemy player's lowest-Level rested Units are not set as active
ST14-003 Palace AtheneST14Choose 1 enemy player; that player exiles 2 Unit cards from their trash
ST14-006 Full Armor Unicorn Gundam (Destroy Mode)ST14Reveal a number of cards equal to the number of enemy players
ST14-015 Battlefield EmotionsST14Set active a number of your Resources equal to the number of enemy players

The official Gundam Card Game card ST14-015 Battlefield Emotions, a green Level 4 Command costing 4 that places a rested Resource and then sets active a number of your Resources equal to the number of enemy players.

None of the six is multiplayer-only - they all resolve fine against a single opponent, which is what the product pages mean by "in addition to being strong in 1-on-1 battles". Two other cards in the wave use the phrase "enemy player" in the plain heads-up sense and are not in this table: ST13-006 Gundam Aerial, which checks whether you are attacking the player rather than a Unit, and ST14-004 Geara Doga (Heavy Armed Type), which cannot attack the player at all.

Note where the six cluster. Four of them are in Heavy Dominion, and the two that scale off the number of enemy players are both ST14 cards. In a heads-up game Battlefield Emotions sets one Resource active; in a four-player battle royale it sets three. That is the difference between a card that merely works in multiplayer and one whose rate changes with the pod.

The Comprehensive Rules have carried a multiplayer section for some time - section 12, battle royale for three or more players and team battle for four - and Bandai has published a battle-royale deck list of its own since June 2026, so pod play is not a new idea here. The ST14 pair is simply the clearest case in this wave of a card whose rate is read off the opponent count.

The card lists explain the token counts

Bandai's product pages list token counts that do not match each other: ST11 and ST13 ship 4 Token Cards, ST12 and ST14 ship 2. No explanation is given on any of the four pages.

The card lists account for it. ST11 contains one card that makes a named token - ST11-004 ZnO, which deploys a rested [GOOhN] token. ST13 contains four cards that make [Bit / Funnel] tokens. ST12 and ST14 contain no card that deploys a named token at all. The only token-adjacent text anywhere in those two decks is "Place 1 EX Resource" on ST14-009 Duel Gundam (Assault Shroud) and ST14-015 Battlefield Emotions, and an EX Resource is standard kit; no ST12 card mentions one.

So the two decks that print a unique token ship two extra token cards, and the two that do not, do not. Bandai has not stated that this is the reason, but the card lists and the contents lists line up without an exception.

The ruling that changes cards you already own

The 62 rulings published on 11 September are not all about the new decks. Forty-three of them (Q427-Q469) sit on ST11 through ST14 cards; seventeen (Q470-Q486) sit on cards from ST03, GD01, GD02, GD04, GD05 and EB01; and two (Q487-Q488) are filed under Fundamental Terminology with no card attached.

The single biggest theme is one question asked sixteen times: can you decline a "look at the top N cards" effect? The answer, every time, is no.

RulingCardProduct
Q457GFreDST13
Q458Haman KarnST13
Q467Full Armor Unicorn Gundam (Destroy Mode)ST14
Q470Char's Zaku IIST03
Q471Duel Gundam (Assault Shroud)GD01
Q472ElmethGD02
Q473GQuuuuuuX (Omega Psycommu)GD02
Q474Flit AsunoGD02
Q475GN Armor Type-D (Trans-Am)GD04
Q476Gundam Aerial RebuildGD04
Q477Re-GZGD05
Q478Demi BardingGD05
Q479Gundam MaxterGD05
Q480Big-RangEB01
Q481Gundam Lfrith UrEB01
Q482Asuna ElmaritEB01

Bandai's answer is the same sentence on all sixteen: you are forced to activate the effect up to and including the "look at the top N cards of your deck" portion, and only the part after that - whether you add, deploy or reveal an eligible card - is a choice.

Thirteen of those sixteen cards are already in circulation, some of them since the July 2025 launch set. If you play any of them, the decision you thought you had at the top of the effect is not a decision. The obvious place it bites is a deck that is thin and counting cards, or any spot where you would rather not disturb a known top card. See the rulings guide for how Bandai's FAQ layers over the Comprehensive Rules generally.

Comprehensive Rules 1.9.0 landed the same day

The Comprehensive Rules PDF at gundam-gcg.com now reads Ver. 1.9.0, Updated Sep 11, 2026. It replaces Ver. 1.8.0 of 10 July 2026, which had stood since the summer. If you have a rules citation in a deck primer or a judge note, the version string on it is now wrong.

What did not change is the structure. Section 8 is still Attacking and Battles, section 9 still Action Steps, section 12 still Multiplayer Battle, section 13 still Keyword Effects and Keywords, so citations by section number still resolve. Two rules are worth having open while you read the new cards, and neither is new to this revision - both appear word for word in Ver. 1.7.0 of 22 May 2026, the last revision archived publicly:

  • 5-21. Reduce. The terminology section defines Reduce as decreasing damage a Unit, Base or Shield receives by the indicated amount before it is received, and 5-21-2 says that if the reduction equals or exceeds the incoming damage, damage received becomes zero, with no damage dealt or received at all.
  • 9-1. An action step occurs after the block step and during the end phase.

Reduce is the one to have at hand, because the 11 September rulings lean on it four times. ST11-006 Shamblo reduces enemy effect damage to your shield area by 5; ST11-012 Loni Garvey reduces battle damage to a (Marine) Unit by 2. Bandai answered "What does 'reduce' mean?" on both of those cards (Q430, Q433) and again under Fundamental Terminology (Q487), and then Q488 settles the stacking question: two reduce effects on the same Unit, one for 2 and one for 3, reduce by a total of five.

What Bandai still has not published

Being specific about the holes, because the card list closes some and not others:

  • No copy counts. The database tells you the 16 distinct cards in each deck. It does not tell you how many of each the 50-card list runs. Anyone publishing an exact ST11 through ST14 decklist today is guessing at that part.
  • No rarity breakdown block on the product pages. The 2 LR / 14 C split is derivable from the 64 database entries, not printed as a summary on any of the four product pages.
  • No MSRP for the three accessories sharing the 25 September date - the Card Case Set 02, Card Sleeves 02 and the Gundam 00 Playmat and Card Set.
  • No stated reason for the 4 / 2 token split. The card lists explain it cleanly; Bandai does not.
  • No corrected Gundam Epyon cards. The errata notice says so directly.

If you want the box contents, prices and the rest of the product slate rather than the cards, that is the starter decks and products guide.

Frequently Asked Questions

How many cards are in the Gundam Card Game ST11, ST12, ST13 and ST14 starter decks?
Each of the four September 2026 Gundam Card Game starter decks - Aquatic Assault [ST11], Raging Onslaught [ST12], Silent Barrage [ST13] and Heavy Dominion [ST14] - contains 16 distinct cards, split 2 Legend Rare and 14 Common, for 64 distinct cards across the wave. The physical deck is 50 cards, reached with duplicates; Bandai has not published how many copies of each card the list runs.
When did Bandai publish the ST11 to ST14 card lists?
Bandai added all 64 Gundam Card Game ST11 through ST14 cards to the official card database at gundam-gcg.com on 11 September 2026, two weeks before the decks release on 25 September 2026. The same day it published 62 new FAQ rulings (Q427 to Q488) and Comprehensive Rules Ver. 1.9.0.
What is the Gundam Card Game errata on ST12-001 Gundam Epyon?
Bandai issued an errata on 4 September 2026 adding 【Once per Turn】 to ST12-001 Gundam Epyon, so the effect line reads 【During Pair・Lv.5 or Higher Pilot】【Once per Turn】 instead of 【During Pair・Lv.5 or Higher Pilot】. Bandai states that this is the correct wording and that no corrected cards will be distributed. As of 12 September 2026 the card database entry for ST12-001 still shows the pre-errata text; the errata notice governs.
Can you choose not to activate a look-at-the-top-cards effect in the Gundam Card Game?
No. Bandai ruled on 11 September 2026, across sixteen separate cards, that you are forced to activate a "look at the top N cards of your deck" effect up to and including the looking. Only what comes after - whether you add, deploy or reveal an eligible card - is your choice. The rulings cover cards in ST03, ST13, ST14, GD01, GD02, GD04, GD05 and EB01.
Which Gundam Card Game block are the ST11 to ST14 starter decks in?
All 64 cards in Gundam Card Game starter decks ST11 through ST14 carry the Block 2 indicator in the official card database. Block 2 began with the Freedom Ascension [GD05] booster set; ST01 through ST10, GD01 through GD04 and Eternal Nexus [EB01] are all Block 1, which makes ST11 through ST14 the first Block 2 starter decks.
What is the current Gundam Card Game Comprehensive Rules version?
The Gundam Card Game Comprehensive Rules PDF on gundam-gcg.com is Ver. 1.9.0, dated 11 September 2026. It replaced Ver. 1.8.0 of 10 July 2026. The top-level section numbering is unchanged, and section 5-21 defines Reduce as decreasing damage received before it is received, with damage becoming zero if the reduction meets or exceeds it.

Keep Reading

Sources & Further Reading
Last updated September 12, 2026.

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