Welcome back to our Ultraman Card Game column, UCG players! Glad you’re back! We’re close to wrapping up our breakdowns of each Ultra Hero in BP01 and their deck, and as we do so, we’re starting to see some interesting results from Galaxy Cups and smaller tournaments being played around the world. Who would have guessed that that Tiga/Mebius deck we talked about would play so well…? Anyway, among all of those decks, one has become particularly notable as the only consistent “single Hero” deck in the game as of this format, and that’s the one we’re talking about today — the son of Belial, Ultraman Geed.
Part 1 — What Does It Do?
Geed is an especially interesting case in the Ultraman Card Game. As perhaps the only deck in the BP01 format capable of running a mono-hero build — that is, to only run Geed in the deck — Geed is capable of unrivaled consistency compared to the other heroes. All your Level 1s are Geed. All your Level 2s are Geed! And your Level 3s? Take a wild guess.
Combine that with Geed’s own simple-but-effective abilities, designed to win individual battles as Double Heroes, or at least prevent losses against overwhelming force, and Geed is a deck that becomes stronger as it keeps playing!
Keep in mind that, with BP02 Vortex of Crimson and Azure releasing in just a week, other decks will gain the ability to run single-hero decks, so take the points we discuss here as a model for upcoming decks!
Part 2 — Level 1s

We’re going to start as we’ve started almost every article thus far — with the card advantage Level 1, in this case BP01-064 Ultraman Geed Primitive. Geed is a pseudo-search effect, rather than a draw card. This is preferable for Geed, as you can find that a single-Ultra deck finds itself wanting more for specific levels in absence of specific names. You’re running full playsets of multiple cards at all three levels, and you want to be making Double Heroes as often as possible, so finding whatever Level you’re missing to build a stack is very important.

Funnily enough, BP01-064 is probably the only card in the whole deck you want to play as a Single. At the same time, you don’t actually need to run every Level 1 you can, in absence of a secondary Ultra. BP01-065, and SD02-007 will be played at max copies, to ensure Geed’s exceptional Level 2s never have to come down as Singles, but you’re going from 2s to 3s generally.
Part 3 — Level 2s

Despite having excellent Level 3s at its disposal, we consider the “marquee” card for Geed to be Level 2 BP01-067 Ultraman Geed. This is the card that matters most for perpetuating your game, featuring a totally unique effect in the game — If you’re fighting a Double Hero with this card out, you essentially can’t lose that fight. If you would, you can force a tie instead. In the newest battle, where the highest grade a card can be is usually a Double, you can force a tie or take the win, allowing you to keep the precious Lead Player spot.

Ordinarily, we’d gloss over the vanilla (Reminder: Vanilla means lacking in effects) Level 2s beyond their need to be included to fill space, but Geed’s vanillas are a cut above the rest, especially BP01-068 Ultraman Geed Solid Burning and SD02-009 Ultraman Geed Wrecking Phoenix, who have 11k BP at Double. Level 2s are also important as starting points for your Level 3 Doubles, so don’t skimp on them!
Part 4 — Level 3s

Geed, interestingly, has its strongest card not in BP01, but in SD02, where it stood apart from the RRR Zero and Z by having a fully unique effect. Compared to those two, which have continuous effects to raise their BP grades when battling enemies of a specific type (generally Armed), SD02-003 isn’t particularly interested in what the opponent is doing, instead granting a boost to any Double Geed on the field, including itself, on the turn it’s played. Notice, however, that this guy does not trigger this effect if he comes out as a Triple himself! Like we said, Doubles are the name of the game here.

The other primary 3 (you’re actually playing a good chunk of 3s but this is the other one with effects) you care about is BP01-070. This is the Geed you want to play as a Triple, despite having lower-than-average power for a Triple 3, and if you look at the ability, it’s not hard to see why. For no cost, simply give a 1k boost to any Hero on the field! And better yet, they stack, meaning you can push your weakest Hero up to par, or an already-strong Hero beyond anything your opponent can handle.

From there, there are two more Level 3 Geed cards you can fit, and you want to max them both out as you have with everything else so far. In a future world where Geed keeps getting support and you have more choices, BP01-072 Ultraman Geed Atmos Impact is going to continue to be worth considering due to its exceptionally solid 14k Double BP.
Part 5 — The Scene

Geed has one Scene it can play, and it occupies an interesting space. So That I Can Be Me is a Round 4 Scene, the highest of any scene in the entire format. The earliest you can play it is turn five, when almost all games are decided — Since the win condition in the UCG is to win three battles in a single turn, by turn five someone is bound to win from a pure best-of-five situation.
What So That I Can Be Me promises, however, is that if you play it, you’re probably in a winning position. All of your Geed characters, most of which are probably Doubles, get a BP Grade increase. In this deck, that’s five characters, with the only time this isn’t true being times where you have Triple BP01-070. With your opponent likely running lower on cards than you thanks to you doggedly playing Doubles, your opponent may not actually be able to match your field, securing you the win!
Part 6 — Kaiju

Of all the Kaiju being played right now, only one finds their way into Geed, and that’s BP01-097 Darklops Zero, and it’s only here for one reason: Destroy Champion of the Fierce Fight/The Man Who Created SKaRD. Time and experience have made clear that the entire format has taken to rotating around those two Scenes and decks that can use them, so Darklops Zero exists as a turn three play to emergency-clear those before they can be used to run away with the game.
Part 7 — Sample Decklist
Now that we’ve taken a look at everything, let’s put them together!
Level 1 — 12 Cards
BP01-064 Ultraman Geed Primitive (R) x4
BP01-065 Ultraman Geed Primitive (U) x4
SD02-007 Ultraman Geed Galaxy Rising (C) x4
Level 2 — 16 Cards
BP01-067 Ultraman Geed (RR) x4
BP01-068 Ultraman Geed Solid Burning (C) x4
BP01-069 Ultraman Geed Acro Smasher (C) x4
SD02-008 Ultraman Geed Galaxy Burst (U) x4
Level 3 — 16 Cards
BP01-070 Ultraman Geed Geed Claw (RR) x4
BP01-071 Ultraman Geed Strike Boost (C) x4
BP01-072 Ultraman Geed Atmos Impact (C) x4
SD02-003 Ultraman Geed Galaxy Rising (RRR) x4
Kaiju — 2 Cards
BP01-097 Darklops Zero (R) x2
Scenes — 4 Cards
So That I Can Be Me (C) x4
This deck exemplifies the Geed playstyle — tons of bodies focused on swinging in. This is a deck of average power level, but here in the West, where players are still trying to find the cards they need to build powerful decks, this deck is low-rarity, but high-power. We recommend you try it!
Next week will mark our final article on the decks in BP01, and the timing couldn’t be better — BP02 Vortex of Crimson and Azure releases that Friday! And to celebrate, we’re going to do something a little special.
One Ultra. Two decks. Imagine the fun.
Until then, you can check out the Ultraman Card Game official website to learn more about the upcoming set, and stay close to Ultraman Connection to read more of our fun Ultraman Card Game articles! See you next week!