Invited Author: Dylan Williams
From Digimon Card Meta: Dylan William is a DCG player from Australia and has built many different decks that top at his local tourney. We invited him to write an article for his recent first place deck at Akikambara, which we think is very unique and creative.
Blue/Yellow Aggro deck
My Blue/Yellow Aggro deck is designed to put pressure on your opponent early whilst clearing their Digimons and gaining a lead in the Security race through Recovery and Security-x. The main playstyle of the deck is to attack early with the blue rookies/champions to gain the lead whilst drawing cards and gaining memory. As the game progresses you will utilize the memory gaining aspect of blue through Leomon, Gomamon and Hammer sparks to allow your hard casting of yellow level 5’s without giving your opponent to much memory to respond so that you can then end the game with progression to yellow level 6’s and Chaosmon Valdur Arm.
Due to the pure aggression of the deck and ability to Recovery I found there was no need for any blockers. You should be setting the tempo of the match early with your aggression and if they try to respond in kind this deck is able to further the lead/gap by hard playing MagnaAngemon for Recovery +1 before moving into a Kentaurosmon to prevent Security checks for a turn (5x mons get sec-2) or Mistymon/SlashAngemon to wipe threats off the board.
As the game moves into the end stages you should be able to continue with removing your opponent’s digimon with Chaosmon: Valdur Arm which is a huge threat for them. If you are in a tough space Puppetmon can buy a turn and allow a stepping stone to Chaosmon Valdur Arm.
The main gimmick of this deck which I really love is the ability to use Kaiser Nail to play a MagnaAngemon for much cheaper than its original play cost. Kaiser Nail is really strong in being able to play a level 5 for cheap, getting the on-play effect, and having another body on the field for your Yellow Level 6’s. Kaiser can also activate from Security so if timed well you can get a free Yellow 5 on the field, sometimes laughing as you just recover the Kaiser nail they revealed.
Early Game Combo
Upamon is the only egg needed for the deck. You shouldn’t ever run out of eggs before the game ends and helps with draw support as you play.
Veemon is super strong and a threat in itself. If left unchecked this little bugger can constantly chip away at Security with no negative effects to yourself.
[BT1-029] Gabumon is a nice draw support and body on the field. It’s safe to throw away at Security or even evolve into Leomon as a delayed memory gain for next turn.
[BT1-030] Gomamon/ [BT1-035] Leomon is a huge part of the deck. Ideally you just keep throwing him at Security until he is deleted giving you 3x memory. This is incredibly useful when it comes to hard playing your yellow 5’s.
[BT3-024] Airdramon serves two functions: 1) he comes from Security to help with aggression or 2) he goes on top of Gomamon when you don’t draw any Leomon so that you can still utilise the memory +1 of Gomamon when needed.
Mid Game Combo
[BT1-057] Sirenmon is just a vanilla stepping stone. I’ve been playing blue/yellow since 1.0 and completely overlooked the [BT4-043] Crowmon on release of BT4. I’ve since swapped Sirenmon for Crowmon as the 8K of Crowmon means it is safe to hard play vs wargreymon and other -6000dp decks.
[BT1-061] Mistymon was initially put in to help against rookie rush. The on play 2x -3000 helps to slow your opponent’s aggression but can also be useful as a 7K to avoid -6000 effects. This also combo’s with Kaiser Nail to help with board clearing.
[BT3-040] Shakkoumon as a blue yellow was a simple choice but provides a range of utility. 7K to help against -6000 effects decks, evolves from blue so can stay in the breeding area until ready for your Slashangemon/Chaosmon combo, great hard play to slow down Security checks vs you.
[BT1-060] MagnAngemon is the focus of the deck. The Recovery on play allows you to gain a lead against your opponent and allows progression to your level 6 threats. This is the best combo for Kaiser Nail as you get it back on the field for a lot cheaper. The inherited effect can also come in clutch as it will give your level 6/7 +1000 for every 3x Security you have meaning your mega gets that extra power to get over your opponents threats.
Late Game Combo
[BT1-062] SlashAngemon is there purely for clearing your opponent’s threats and is the perfect stepping stone to Chaosmon. If need be SlashAngemon can come in to take out suspended level 7’s as you can for instance evolve slash to give an Omnimon -8000 DP in turn making Omni 7000 DP which is lower than Slash which could then attack and survive.
[BT3-043] Kentaurosmon is a threat in itself. When he comes into play through digivolve he gives 5x targets Security -2 allowing you to get another turn of attacks in over your opponent. If left unchecked Kent will constantly chip away at Security and if by chance they do delete it they risk losing one of their own mons due to the ‘On Deletion: -11000 DP’ effect.
[BT2-049] Puppetmon is a simple tech to help buy a turn through preventing a turn of unsuspending. Its secondary use is to be a stepping stone to your Chaosmon Valdur Arm however can also be used to gain a memory when attacking first.
[BT4-091] Chaosmon Valdur Arm is the big boss that is a huge threat for your opponent. When he comes into play he is clearing 2x small-medium threats or one large one. He can help you to keep your tempo in the game.
T.K. Takaishi is your tamer of choice. It allows you to peak at your Security and decide how to play as well as removing that one card you need to maintain a lead. Defaulting to 3x is also very useful.
[ST2-13] Hammer Spark is a requirement to help you get into your yellow threats without giving your opponent too much memory to respond.
[ST2-16] Cocytus Breath is your threat removal of choice. If you let them set up a mega this card will come in clutch to save the day but is best found in Security.
In previous iterations this deck ran a purple Mimi tamer and extra hammer spark. Mimi was a great addition as it turned your hammer sparks into a memory +2 or turned your opponents hammer sparks of.