Quick Answer

The R+ Gundam AGE-2 Double Bullet is a green Unit card from the Freedom Ascension set that rewards aggressive play and Earth Federation pilot synergy. Build your deck around its once-per-turn AP boost and damage reduction to control the mid-game.

Why the R+ Gundam AGE-2 Double Bullet Stands Out

This R+ rarity card from the Freedom Ascension set (GD05-021) offers two key abilities that make it a strong mid-game threat. First, you can activate its Action ability once per turn to gain AP+4 during battle, letting you punch through tougher opponents. Second, when it receives enemy damage, you can reduce that damage by 2 if you control an Earth Federation Pilot. This combination gives you both offensive pressure and defensive resilience.

The card costs 5 to play and has base 4 Attack Points and 5 Hit Points, making it a solid investment for a Level 6 unit. Its green color fits into Earth Federation and AGE System themed decks.

Trade-Offs and Limitations

The once-per-turn restriction on both abilities means you cannot chain multiple activations in a single turn. You need to time your AP boost carefully, especially when facing multiple enemy units. The damage reduction only works when you have an Earth Federation Pilot in play, so your deck must include those pilots to unlock the full potential.

With only 5 Hit Points, the Double Bullet can still be taken out by high-damage attacks or removal effects if you cannot trigger the damage reduction. It is not a wall; it is a tempo piece that shines in the right shell.

Decision Rules for Building and Playing

  • Deck Building Priority: Include at least 3 Earth Federation Pilots to consistently enable the damage reduction. Prioritize low-cost pilots that can hit the board before turn 5. Without pilots, the card loses half its value.
  • When to Activate AP+4: Save the AP boost for a battle where you can eliminate a key enemy unit or survive a counterattack. Do not waste it on a trivial skirmish.
  • Damage Reduction Timing: The damage reduction triggers automatically when you take enemy damage, so you do not need to activate it. Just ensure a pilot is in play before you block or get attacked. Keep a pilot in reserve if your current one is at risk.
  • Matchup Considerations: This card excels against decks that rely on medium-sized attackers (AP 4-6). Against swarm decks or heavy removal, it may struggle to stick around. Consider sideboarding or alternative strategies against control-heavy opponents.

Product Facts

  • [GD05-021] R+ Gundam AGE-2 Double Bullet: Rarity: R+, Number: GD05-021, Set: Freedom Ascension. Once per Turn: Activate to get AP+4 during this battle. Once per Turn: When this Unit receives enemy damage, if you have an (Earth Federation) Pilot in play, reduce it by 2. The AP boost lets you swing into bigger units, and the damage reduction keeps it alive longer when your pilot support is active.

    GD05-021 R+ Gundam AGE-2 Double Bullet

    [GD05-021] R+ Gundam AGE-2 Double Bullet

Is This Card Right for You?

Best For

  • Players who enjoy aggressive mid-range decks with pilot synergy
  • Collectors looking for an R+ rarity card from the Freedom Ascension set

Not For

  • Players who prefer pure control or combo strategies without Earth Federation pilots
  • Budget deck builders who want a lower-cost alternative