A Winning Blue Imperialdramon Deck Review

Overview

This deck revolves around the jamming effects of your LV3 to LV6. Many cards have the ability to make your digimon active again, which you must leverage to wear down your opponent's security quickly before they set up blockers and more devastating plays. Your strategy should be to earn an early game advantage which in turn forces your opponent to slow down and play more defensively. Try to go first wherever possible.

This deck was also recently featured on DTCGreview as a tournament winning deck: https://twitter.com/DTCGReview/status/1327955037474095110

Level 2 Digimon

[BT3-002] Demiveemon (4 cards) is important for draw power. This makes the decision to sacrifice a  jamming Veemon or trade with a blocker easier, as you can retaliate with pierce or squeeze in another early security check whilst drawing a card in a process. I find [BT2-002] Demiveemon (1 card) a worthy addition as well, as so very few blue Digimon let you easily inherit extra DP. This lets you get rid of any other level 6 in the game if your opponent is bold enough to leave themselves vulnerable.

Level 3 Digimon

[BT1-030] Gomamon and [BT3-021] Veemon are the 3-cost LV3 of choice as they give you an early game advantage by incentivizing attacks as soon as they come onto the board. The remaining half of your 14 LV3 digimon should all be 2-cost ones, [ST2-02] Gomamon and [BT1–028] Elecmon, for memory control and the option to rookie rush your opponent. I recommend no fewer than 14 LV3 digimon.

Level 4 DIgimon

I opt for 3 cards of [BT1-032] Frigimon, [BT1-037] Gorillamon, [ST2-07] Grizzmon (blocker) and [BT3-025] Exveemon. Frigimon is essential for adding jamming pressure against your opponent but be mindful it's dead weight against blockers. Exveemon is perfect for a early rush if you can pull it off but Gorillamon is the star of the show – low cost evolution with high DP is really a safe bet in most games.

Level 5 Digimon

[BT3-027] Paildramon (4cards) and [BT3-055] Dinobeemon (4 cards) are staples and there's really nothing more to say except to max them. Being jammers, they are great for taking down another security and triggering a draw.  Undoubtedly, Paildramon is the one that you want to put onto the board if you intend to end the game with your level 6s as his inheritable skill allow your Imperialdramon to attack at least twice per turn. Dinobeemon's piercing ability is only useful for making your opponent think twice before attacking with LV3 or LV4 or blocking your jammers.

Level 6 Digimon

This is where the fun begins! I add 3 of each Imperialdramon ([BT3-031] and [BT3-111]) variant as they are incredibly powerful in the right situations. Blue Imperialdramon is great for finishing off the game upon evolution if you have more than 1 jammer on the board. If you have Paildramon and Veemon on the board with 3 memory with no blockers to worry about, you can swing a total of 5 times in a single turn. Green Imperialdramon is also no slouch in the offensive department; you can take out a total of 3 security and 2 rested digimon if you evolved on top of Paildramon and you swing for security first (IMPORTANT). Be mindful that green Imperialdramon loses jamming and draw power, so pick your Imperialdramon and your battles wisely based on your opponent's deck profile.

[BT2-049] Puppetmon is also a great addition to your deck, and it traditionally works well with rookie rush strategies and this deck is not any different. Play him as a response to high cost removals or if you need to protect your LV3 and LV4 digimon for one more turn to swing for game. Puppetmon is most effective when played consecutively, and often I wished I had one more in hand to truly lock my opponent down. It's brutal  when you play it against green with a full board of rested digimon, or highly invested stacks such as Omnimon. With Puppetmon, you also improve your chances of drawing both a green and blue digimon when you play Daisuke ([BT3-093] Davis Motomiya).

Option and Tamer

I play 3 of [ST2-13] Vulcan's Hammer, because while I acknowledge the utility this card brings in any situation, I also recognize how it can brick your hand if your opponent plays anti-memory gain digimon like [BT3-046] Terriermon.
Using 2 cards of  [ST2-16] Ice Wolf Claw is imperative for getting rid of heavy threats or devastating set ups such as Ragnaloardmon. [BT3-093] Davis Motomiya (Daisuke) is key to setting up your plays and ensuring devastating bricks are few and far between – however I add only add 3 copies as I really only ever want to play him once per game; it is very difficult to justify paying 4 memory for an additional card or 2.

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