Beelstarmon in BT9: An Answer to OTK Meta

Invited Author: Ron Andre Agbayani

Country: Philippines


Good day! Digimon Tamers, I am Ron Andre Agbayani from the Philippines and I would like to share my ideas of an in-depth review of the current Meta from BT9 and ST12-13 era and how Beelstarmon revived from the forgotten realm. This deck is based from the player named “Shina” from Japan who had the idea of including blue tamers which was eventually tweaked and adjusted through numerous players around the world and evolved to a Top Contender deck this Season and I would like extend my gratitude to these players because we were able to break the norm.

Ron's Deck

The Meta in BT9 to ST12-13

Nowadays decks are centralized on getting the key cards needed to win the game, generally through searching, drawing, and milling. These key cards will eventually win a game or have an advantageous board state.. This is mainly done by playing Memory Boosts Promo Cards, Tamers and Digimons with search function. Once you acquired the cards needed to advance your play, you may now be able to finish the game with a One Turn Kill focus deck (OTK) (eg. Grandiskuwagamon, WarGreymonX, MetalGaruruX, and Alphamon Ouryuken), variety of security cards (Yellow Hybrids), and Swarm (Jesmon and Beelstarmon), and also, in my opinion, Rogue Decks that are off-meta will definitely catch you off guard.

The current Meta dictates that whoever has better memory control will have a good board state which will allow them to have at least 2-3 plays per turn, leaving your opponent in a very disadvantageous situation. Since the advent of BT9, many decks got the support in need so that it can do OTK very easily and fast as mentioned above. Yellow Hybrids is still consistent and competitive. However, restricting key cards made it function less, making it a challenge to catch up with the consistency and potency of OTK decks. With this, OTK-focused decks saw high number of plays which made it a go to deck this current Meta.

This is just my observation and experience here playing in different tournaments and casuals plays. With this said I am always open to opinions and ideas of different players that support me. Aren’t we all the same curious cats so that we can make Digimon more interesting?

BT9 OTK Bosses

The Viability of Beelstarmon in BT9

BT9 gave OTK decks the protection they needed such as effects of Greymon X Antibody BT9 and like. The only way to survive the ravage is to have a good RNG (Random Number Generator) Roll option cards in your Security Cards. Yellow Hybrids BT7 made sure to always have a wide variety of good option cards in their security stack (such as decreasing DP to 0 which will be deleted through game mechanics or by more restoration). However, this is not sufficient hence they fell slightly in the tier list. The next Security Control deck in mind is either Mother D-Reaper deck EX-02 or the old Beelstarmon BT6. Mother D-Reaper deserves another article but for this one, we will delve on Beelstarmon BT6.

Beelstarmon BT6 is one of the early security control deck that only loses to Jesmon BT6 powered with BT3 A Delicate Plan. In the recent formats, Beelstarmon lose the spot light due to newer and exciting decks from every release. I personally thought that Beelstarmon is getting weaker before. However, in today’s list of winning decks we are now flourishing with Beelstar! What made Beelstarmon strong now?

As I have said earlier, key cards are easily searched or milled. In a sense we can have more than five 7-cost option cards in your trash after 3-5 turns thanks to Mist Memory Boost BT8, Analog Boy EX1, Eyesmon BT7, Demimeramon BT2, and of course Gazimon X BT9. By mid to late game, you can now play Beelstarmon BT6 for less than 5 cost and eventually free to play at end game. Cycling of hand cards is now achievable compared to BT6 era.

What are the best 7-cost option cards to run in your deck? This includes the following:

  1. Fly Bullet BT6 – best answer to all level 6 Digimons with OTK capacity, including level 5 Digimons with multiple attacks (Paildramon ST) 
  2. Nail Bone – Allows Tempo playstyle, pushing threat by reviving Ginkakumon Promote BT6 and Gazimon BT3. Can be used defensively when you revive Vilemon BT2 and Psychemon BT8. (A caution though. You must have a way to delete Pscyhemon since the effect is “both players cannot reduce plays cost”).
  3. Cocytus Breath ST2 – answers to all level 7 Digimons. Requires BLUE card in your play area if you plan to use it with Beelstarmon BT6. Also, with the resurgence of decoy and destruction protection very few cards has immunity to send back to hand
  4. Happy Bullet Showering BT6 – deletes Digimon/s with lowest DP.
  5. Howling Crusher BT1 – removes Digivolution sources from WarGreymonX and Alphamon Ouryuken which makes them weaker and friable to options cards.

There are other 7-cost Option cards that were not mentioned but I believe these are the best options at the moment. The goal is to have immediate response of security card to attacking Digimons to prevent you from being OTK’d.  Second to this is to make your opponent skeptical and doubt in attacking you and pushing for OTK. This will give you time and resources to prepare to reach your end-game, which in turn makes Beelstarmon’s play cost as low as 0-1 memory to play. Meaning, you have milled almost of all of your 7-cost options. This strategy allows Beelstarmon to play head to head with the current Meta. Beelstarmon has aggro-control play with a high risk-high reward gamestyle. It can achieve memory control through Gazimon BT3 and crowd control through Dexmon BT9. Calling From The Darkness BT7 becomes handy when your Beelstarmon and Dexmon are in your trash. Beelstarmon may be branded as anti-meta and soon enough players will see answer for this deck. This is Digimon. You do not know the next deck your opponent will bring and you cannot side out. Play your best with your chosen deck list.

The Future Beelstarmon

BT10 is fast approaching with the Xros mechanics in the horizon. People are eagerly searching and play testing for other strong cards that may upgrade their current decks. As for the upgrade for Beelstarmon, we do not have yet stronger 7-cost option card. As explained above, we can answer to the threats of every deck if and only if we have also achieved the winning condition of our deck which is to dump almost all of the 7-cost options.

Xros mechanics is another rapid play that allows a player to make a Digimon with efficient ESS at an affordable memory cost. It may be jamming, additional security checks, or buffs. Again, the only way for Beelstarmon to survive the Meta is hopefully to stack option cards in Security and praying for the best. 

Fingers crossed*

I would like to share my insights with the Digimon Card Game. I personally feel happy with how the Digimon Card Game evolves. The Meta is very diverse this season. Old decks are showing up again at our local game store and also winning though it requires enormous tweaks and testplays. This shows that old decks may become rogue or anti-meta decks that can answer to the new cards/mechanics. This also tells us that at some point we have to think carefully the “best and efficient” cards against the Meta. It might be a card in the newest set or inside your long forgotten card stash waiting to be excavated. 

Thank you!

This site uses english-translated cards from

David Lago: Won 2 Ultimate Cup Tournaments with Blue Hybrid

Invited Author: David Lago
Country: North America


Hey everybody, Lago here. Just wanted to discuss my deck and experience last weekend for the Ultimate Cups (North America: CoreTCG and Carta Magica). I somehow managed to win both haha, but not without a lot of hard work, and a good amount of luck on my side. I’ll preface this entire thing by saying that out of the 17 rounds I played, I didn’t encounter a single Yellow Hybrid deck, or even a variation of it. This was extremely fortunate, as I fine-tuned my deck mainly for the Blue Hybrid mirror. However, I don’t think the Yellow matchup is hopeless and there are lot of win-cons for the matchup (will get into that later).

Deck's Distribution


4 Kyaromons / 1 Upamon // Ideally never want Upamon under your rookies, but 5th egg is useful for the Yellow matchup. Nearly half the deck works to trash sources and proc Kyaro, so it is a very consistent engine.


4 Syakomons / 4 ModokiBetamon / 4 Strabimons / 2 Bokomons // With Mulligans and Davis/Boko, 12 rookies are more than enough to ensure you don’t consistently brick. How you utilize ModokiBetamon / Syakomon – your “floodgates” is crucial in every single matchup. Analyze what your opponent can do, and which one would be a more crippling negator. If you get both on the field, it is extremely difficult for many matchups to do anything.


4 Kumamons / 4 Korikakumons / 1 Kendo // Standard Package + Kendo.

Kendo came up huge for me and works especially well with the rest of my deck. Helps deal with opponent’s “floodgates.” As stated above, if left at 3 memory with both floodgates on the opposing side of the field, there’s rarely much to do (unless of course you have aqua viper, supreme cannon, trident, etc). Kendo is how I circumvent this, by bouncing one, and then ideally, utilizing boosts/hammer sparks to remove the other, or set up a favorable position that’s hard for my opponent to out. Kendo also needs to be dealt with, should he manage to survive a security check, as he’s basically a re-standing Beowolf. Also, easy to dodge Sora Joe proc, as he’s a lv 4.

Ultimates / Megas:

4 Beowolfmons / 1 Azulongmon // Beowolf is arguably the best Digimon in the deck, as it bounces, chips, and recycles all at once. How you utilize your Beowolfs is crucial, especially in the mirror. There will be times where you need to evolve up into him just to cycle through your deck, and that’s completely fine, but ideally you want to be getting value with his bouncing ability.  Azulong is an alternative win con that punishes opponents who go wide (without memory blockers). Azulong is also crucial in the Yellow matchup.


4 Davis // More consistency, and mitigates the pain of having to hybrid evolve over a Davis, if you have another one in hand.

4 Sora Joe // Best card in the deck. +2 memory, security bomb, helps with trashing sources, procs Kyaromon, and most importantly  Influences how your opponent’s play.

1 Matt Ishida // Same as above, but to a lesser extent. Allows for versatility when it comes to optimizing memory, especially when opponent has a memory tamer.

4 Tommy’s // Needs no explanation. The ideal tamer you want to be hybrid evolving over.

1 Mimi // Versatility + allows for a lot of value, as we run a good number of options. Does a lot of unseen work that shouldn’t go unnoticed. Could be a tech spot, and be replaced with Trident, Supreme, Aqua depending on playstyle.


4 Hammer Sparks // Needs no explanation

3 Howling Boosts // Stuns targets that can alleviate with the Sora Joe proc. Trashes sources and procs Kyaromon draw. +2 memory if no memory blockers on field. Great in all situations, especially if you have ways to out their memory blockers.

1 Ice Wall // Extremely crucial how this card is utilized. Make sure to always use for value. 

Mulligans/ Hands 

Usually if you see a Davis, you should always keep even if you don’t have a rookie. You can Davis into a rookie, and if that misses — you will probably just need to cycle through the deck by evolving into a hybrid and then Beowolf etc. You want a starting hand that allows for draws / searches / and promotes cycling through the deck, to avoid bricking. Playing early tamers like Davis and/or Sora Joe is huge as well, especially into the mirror.

Gameplay / Matchups

Hard to recall all the matchups I faced specifically, so I thought it would be better to just make a guide on what you want to do in certain matchups:

Blue Hybrid Mirror

Very, very situational how you want to approach this. Early Sora Joe and/or Davis is huge in this matchup. If you see that your opponent is getting ahead in the resources department (they’ve set up a good amount of tamers with a nice board state), don’t be afraid to chip their security. Most matchups consist of setting up tamers, chipping with value (Beowolf), and then setting up a potential lethal that needs to be dealt with by the opponent. Don’t overlook the value of hard-playing a Syakomon or Modoki in this matchup, especially in the latter half. Another important thing to note is the typical Blue hybrid deck (non-Magna variant) doesn’t really have a way to cheat out more swings (except Azulong), so what you see is what you get. Also, don’t be too overly focused on controlling their board by swinging over their Digimon, especially if they have been chipping you early. You need to learn when the optimal time is to be aggressive and/or passive. Take swings with calculated risks, and then act reactively to what comes out of their security. It’s a really tough matchup to layout any sort of guide, and requires a good amount of practice to get accustomed to.

Purple Lillith

Chip early and choke them continuously as they don’t usually run memory tamers. Only rookie you shouldn’t be swinging with is Modoki, as this little guy can be your only saving grace against the loop (most times he won’t be). You need to end the game before they can set up a trash of 10/15+ and hope that they don’t get huge value off any Eyesmons or Scatter Modes.

Red Hybrid

Favorable matchup for blue. Syakomon becomes more important than Modoki in this matchup. Be wary of Atomic Blasters and chip with Modoki/Strabimons/Beowolf if you can early. They’ll have to come out of raising to cycle through their deck, so strip sources/ stun etc. You have a deck that is a lot more consistent than theirs.

Red Jesmon/Ancient OTK

Chip early against these one-stack wonder decks. Keep Syako out for the Ancient matchup (Modoki as well if they have boosts). If they roll high and get their ideal stacks that allow for OTKs, you just need to hope your security does work (Tommy baby). After chipping early, set up a lethal turn (preferably with Tamers, as opposed to a wide board).

Black X-Antibody

One stack wonder deck that will clear your board of rookies, so swing with them if you see he is coming out. Keep Tommys in hand and Howlings as well to stun the big lad (Dorugoramon) from swinging again. Chip early, set-up tamers, strip and stun their guys.

Green Hybrid Variant

Syakomon, Syakomon, Syakomon. Ideally don’t swing with your floodgates here, and force your opponent to MetalKabuterimon to deal with them. Get value with Beowolf, stun any green hybrid, and try always having a Syakomon on board, especially if they have a J.P.

Matchups I didn’t Face

Purple Cherubimon

Keep “floodgates” on board. Syakomon is more important than Modoki in this matchup, as you don’t want them accelerating into Rhihimon. If you see they have a lot of tamers out and a potential Cherubi angle, ice wall as needed, as they can usually get a lot of swings in with Bushis & Bokomons.

Yellow Hybrid

Don’t swing with Syakomon (or Modoki if they have Boko on field or Boosts). Don’t be afraid to take risky swings early, especially if you have a Syakomon on board to prevent easy recovery. If they have T.K Kari and/or Purple Karis out, do your best to match your security with theirs, and set up a potential OTK turn. If they deal with it, rinse & repeat. In most situations, you don’t want to crash your Beowolf into their JetSilphymon. Strip the sources and continuously stun it, to get value from Sora Joes. Be aware, that these matches tend to last a while, so you should see most of your deck. The main part of this matchup is just setting up a potential OTK/lethal turn. This could be from Azulongmon (should they have Dyansmon etc out) or just from the countless tamers you will be playing throughout the match.


The Blue Hybrid deck is without a doubt the strongest deck of this format. Access to both “floodgates” prevent your opponent from playing. Davis, Bokomon, Strabimon, and Beowolf allow for insane consistency, even through 17 rounds. In this format where tamers are still somewhat un-interactable, the power of the Blue tamers really shine through. All in all, it was both an exciting and tiring experience this last weekend.  Honestly surreal how I was able to do so well in both tourneys, but that’s all thanks to the countless playtesting that was done in preparation, with a good amount of luck on my side as well. 

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Fernaldy: 1st Place in Indonesia DTCG Regional Tournament with Purple Mastemon (ST10)

Invited Author: Fernaldy
Country: Indonesia


Hello everyone this is Fernaldy from Indonesia, I played the  yellow purple Mastemon deck at Digimon TCG Indonesia regional tournament. Why do I play Mastemon… Before the tournament I didn’t have many options, it’s either Mastemon or yellow hybrid security control. At the end I choose Mastemon over yellow hybrid because the deck is more versatile, it has multiple ways to destroy both Digimons and tamers and also minus DP and “SecurityAttack-” to opponent Digimon.

With the new Meiko, Meicoomon, and Maycrackmon in BT9, it adds more consistency to the deck because Meiko provides an early game set up for hand and trash with additional memory plus on play for double color Digimon such as ST10 Tailmon and BT8 BlackGatomon to close the game. The game plan is to set up and control the opponent board with many ways of free summoning from security and many destroyers to clear up opponent Digimons and tamers.

Deck's Distribution

Digitama: 4 Demimeramon

Best digitama for purple so far in the game, draw 1 and discard 1 to refresh hand and set up trash.

Rookie: 4 Tapirmon

I play 4 Tapirmon for the rookies because Tapirmon provides an extra 1 draw and in practice and testing. I don’t have many chances to build up from rookie to ultimate so I prefer to hard play the champion and the ultimate so the purpose of Tapirmon is only to provide early aggro and an extra draw 

Champion: 4 Tailmon, 3 Meicoomon, 1 BlackGatomon

4 Tailmon are the best cards of the deck providing 2 card search and minus digivolution cost with end turn Jogress (DNA digivolution), the main engine of the deck. Meicoomon is a security Digimon that can play for free and is also a good target for Maycrackmon to discard and Mastemon could put her into the security and play other Digimon. BlackGatomon BT8 is the finisher of the deck most of the time I end the game with it.

Ultimate: 2 Lucemon FM, 3 LadyDevimon BT3, 3 Angewomon ST10, 3 Maycrackmon, 2 Holyangemon BT1.

The ultimate lineup is the usual composition for the mastemon deck. LucemonFM main target to summon from Mastemon providing destroy a lvl 6 or lower Digimon or tamer, LadyDevimon for the extra draw and discard to set up hand and trash, ST10 Angewomon is a great card give “SecurityAttack-” and very helpful against OTK decks such as Alphamon and Grandiskuwagamon, Maycrackmon also a great card against the rookie rush deck and Armor Rush deck because the minus DP and destroy, BT1 HolyAngemon for the extra recovery.

Mega: 4 Mastemon ST10, 1 Ophanimon FM, 4 Zward Defeat

I play 4 ST10 Mastemon because it is the main card of the deck. It can put 1 LVL 5 or lower yellow/purple Digimon to security play LVL 5 or lower yellow/purple  Digimon from security, and destroy opponent Digimon when a Digimon played by effect with lvl equal or lower from the played Digimon. So basically we get a free LVL 5 or lower Digimon summoned and 1 additional destroy [once per turn] every time a Digimon played by effect. This effect also synchronises with Digimon that could be played from security such as Meicoomon and Omnimon Zward Defeat and destroy opponent Digimon on both turns. Ophanimon FM is an additional mega to give recovery, destroy and summon LVL 4 or lower from trash 

Omnimon Zward Defeat is the best card to play from security as a big body on the field with 13K DP and destroy 1 Digimon when destroyed and also destroy opponent tamer when evolving with 3 costs to choke memory 

Tamer: 4 Meiko, 2 BT1 TK Takeru

4 Meiko is the main engine of the deck to search for Digimon and set up trash and additional memory plus on “both turns” whenever a double color yellow/purple played. 2 BT1 TK Takeru for memory fixer and saving important card in security and replace it with another card usually for Tailmon ST10 and Mastemon ST10.

Option: 3 Purple Memory Boost, 1 Reinforce Memory Boost, 4 Flame Hellsycthe and 2 ChaosDegrade.

Purple memory boost is for early gameplay to search purple Digimon and give extra 2 memory in the next turn is very useful because in this deck we have a big memory cost to play our Digimon. Same goes to Reinforce Memory Boost, it gives extra 3 memory, 1 recovery, and 1 card to hand.

Flame hellscythe is the best option in the game -6000 DP to opponent Digimon and play DP 6000 or lower Digimon from trash most of this deck LVL 5 has 6000 DP, so it’s very versatile and combine with Meiko if we play Maycrackmon from the trash, we can have memory plus and also extra minus DP

ChaosDegrade the best removal in the game but it has a big cost, there is no solution to counter this card except for Kongou or A Delicate Plan.

Tournament Report

Format: Swiss Round BO1, Top 4 Single Elim BO3

W: Win, L: Lose, D: Draw

Round 1 VS Grandiskuwagamon (L)

One of the best decks in the meta with a strong chance to OTK with multiple security plus and finish with Mimi to move Digimon from the hatching area. I open with a kinda brick hand and I should have mulligan but I want to save Tapirmon and Mastemon in my hand so I decided not to mulligan. But too bad that I didn’t have any Digimon to play after evolving to Tapirmon so I pass a turn giving him 3 memory and play a Tailmon in the next turn but he has x antibody tamer and Okuwamon X to rest Tailmon and destroy it, and I get OTKed in the next turn.

Round 2 VS Grandiskuwagamon (W)

Pair up with another grandiskuwagamon deck but have much better set up this time. I set up a Takeru and 2 Meiko, my opponent cant finish the game on the first attack, and Omnimon Zward D pop out from security so I could hit Grandis and Jogress to recovery. Controlling the field and finish with BlackGatomon.

Round 3 VS Yellow hybrid (W)

A good matchup for Mastemon because I can destroy tamer and yellow hybrid a slow and more defensive deck in this meta ultimate fusion got banned so really lacks the firepower from Susanoo. My opponent goes first and plays Takeru so I play tailmon ST10 in the second turn he plays Takeru again allowing me to set up Takeru and my tailmon ST10 survives in front and he evolves TK Takeru into a hybrid and makes Jetsylphy to recover 1. And then I jogress with Angewomon destroying Jetsylphy and another Takeru and keep pushing the game with “securityAttack + 1” finish the round with Tapirmon and blackGatomon rush. 

Round 3 VS Imperial jogress (W)

Didn’t expect to meet Imperialdramon deck in the tournament, going first I play Tailmon ST10 giving him 5 memory to search both Angewomon ST10 and Ladydevimon BT3. Somehow he didn’t have rookie so he play Stingmon in front and evolve into Paildramon giving me 3 memory and I Jogress (DNA) into a Mastemon, destroy his Paildramon and keep control the field and push the game.

Round 5 VS Alphamon (W)

Finally, I meet the most used deck in the meta, my hand was not the best but I still can make up for the early game. My Tapirmon hit his security but not destroyed 3x hitting Ryudamon. But my opponent successfully made Alphamon Oryuken and hit 4 security and play Kongou so I could not finish the game with Tapirmon. Then I play ST10 Angewomon to “securityAttack-2” into his Alphamon Oryuken giving him 4 memory then he pops memory boost to make it 6 memory, drop 2 Musha Yuji, hit security and put Dorugreymon into Alphamon Oryuken digivolution source make it “securityAttack+2”, hitting a Meicoomon in the security, it is free summoned and I tap Meiko to “memory + 1” and then Alphamon Ouryuken actives again with the effect of Oryumon and activates removing source to gain memory, he removes Oryumon and attack again and tap Yuji to put another Oryumon in his source, but it hits a Flame Hellscythe and I play Holyangemon BT1 from trash recovery 1 so he couldn’t finish the game  

Top 4 VS Grandiskuwagamon (W)

Game 1: in top 4 I meet the same opponent from round 1 who played Grandiskuwagamon, I go second and play Takeru and Meiko. Fortunately, he didn’t have the Grandiskuwagamon and I could play Tailmon ST10 and Jogress (DNA digivolution) destroy all of his Digimon in front and keep pressure and controlling his field 

Game 2: I have probably one of the best set up in the entire tournament by opening 3 Meiko in the early game but my opponent also had a great setup and could hit 3 security early, and I make a big misplay here I thought I have the Mastemon in hand but I didn’t I should have finished the game with Mastemon summon BlackGatomon but I don’t have it so I evolve into Ophanimon FM and recovery+1, but my opponent just make another Grandis and finish me.

Game 3: Standard early game both for me and my opponent but he misses one of his LVL 5 and I play maycrackmon to destroy his weedmon and rookie in front putting pressure by an early attack from tapirmon, accidentally when he shuffles my security he opens 1 of the card and it was meicoomon so he didn’t hit all the security and leaving maycrackmon on the field because he has the piercing if he hit then meicoomon could play on security and finish him. So I evolve tapirmon into tailmon ST10 and jogress to destroy both Grandis and blocker and win from that.

Final VS Metalgarurumon X (W)

Game 1: my opponent didn’t have the perfect evolution he put some Digimon in front to search for the missing piece so I have the time to jogress even though I didn’t have any tamer to play but still successful in jogress and keep pressure but metalgaruru also can board wipe pretty well by bounce opponent Digimon so I make a backup plan by evolving tapirmon to tailmon ST10 at hatching area to counter his metalgaruru x antibody in front, and he makes another evolution line but unfortunately the last attack he open Omnimon Zward D and ChaosDegrade and I win the game.

Game 2: I go first and play the usual tamer and memory boost gameplay but this time my opponent had a better evolution line and put big pressure on me and clear all my security fast and I couldn’t make a comeback

Game 3: I didn’t have the best opening hand and just play Takeru and Meiko from hand and set up my trash and hand, my opponent then try to finish me so he attack with Weregaruru x antibody with “SecurityAttack+ 1” and 2 rookies. Fortunately, I open Flame Hellscythe in my security minus 6000 into Weregarurumon and summon a Maycrackmon, discarding Meicoomon then minus another 3000 into Weregarurumon x and destroy one of his rookies after that I control the field comfortably. he still manages to board wiped me but I can counter board wipe again and finish the game with blackGatomon.


I am very satisfied with the result and the consistency of my deck even though I still think Mastemon is still not a tier 1 deck because of relying on security with free summon and option. But the power to board wiping opponent Digimon and tamer is still a strong strategy and very strong control but needs a perfect tempo and right decision. I think Mastemon is a high-risk deck if you make a wrong play or decision it could cost u much because of the big memory you give to the opponent.

Mastemon deck is very fun to play with a variety of Digimon and options, I consider a couple of cards into my deck such as Gazimon into my rookie lineup to counter-memory plus from my opponent but I think Tapirmon is better for early consistency and draw we could also put Neodevimon to counter tamer play, Ordinemon, Hikari BT8, Takeru & Hikari BT8. I also hope for double color yellow and purple tamer in the future that could boost the deck 

I want to thank all the organizers for running the tournament well, I hope with an event like this we could improve our DCG community in Indonesia, and shoutout to my friends and community Ogre Citra card shop and hobbies. 

This site uses english-translated cards from

Security Control with Meiko

In this X-Antibody meta, there are a few obvious winners, the obvious being Alphamon and Grandiskuwagamon. The one thing in common between the tier-1 decks and the other popular decks in this meta (such as Wargremon-X) is that they run the OTK mechanic.

A counter to the widespread OTK in BT-09 is the security control deck, often including [BT5-044] Sakuyamon and Dexmon as their core cards. Many play these cards in a traditional Zoe-Hybrid Control deck.

Today we take a look at a slightly different variant that I feel works just as well.

The anti-meta: Sakuyamon and Dexmon

Before moving into the secret sauce, let’s take a quick look at 2 of the core cards. 

[BT5-044] Sakuyamon is easily the most anti-meta card in BT-09 if played correctly: play her the turn before your opponent would push out their Digimon from the breeding area to avoid an OTK scenario, even if it mean hard-playing her to the field. It doesn’t really matter if you pass too much memory to your opponent since this being a security control deck, should give ample solutions against whatever they put on their field (Dexmon being one).

And then there’s [BT9-112] Dexmon, which obliterates your opponent’s board when they are not being careful. While Dexmon may not always be able to clear your opponent’s board (especially when de-digivolving a LV6 X-Antibody back into their normal LV6 form) he can still come out for cheap when your opponent has a decently large board size and has a strong board presence.

Another special mention that both Sakuyamon and Dexmon can easily cripple an opponent’s Armor deck, since Sakuyamon slows down their tempo and Dexmon easily wipes off a board of rookies and Armor LV4 Digimons.

The Meiko engine

Meiko Mochizuki has a 1-card searching effect, and gains +1 memory whenever a purple and yellow Digimon is played (even during your opponent’s turn), which works well with [BT9-074] Meicoomon. 

When Meicoomon is hit from security, it will be played and by suspending some Meiko tamers you may gain enough memory to bring your opponent’s turn to an abrupt end.

Meanwhile, [BT9-076] Maycrackmon: Vicious Mode has good synergy with Flame Hellscythe. By playing Flame Hellscythe to revive a Maycrackmon, you can hit 1 of your opponent’s Digimon with a total of -9000 DP, easily eliminating most LV5 Digimons, in addition to also deleting 1 of your opponent’s LV3 Digimon.

With a few Meiko tamers in play, the cost of this play will also be reduced.


A security control deck is not complete without recovery, and we can play [BT1-107] Holy Wave and [BT4-105] Tactical Retreat!! for that recovery consistency.

These option cards generate tonnes of value when they are triggered from security, but may be slightly more cumbersome when played from hand.

Holy Wave is a 6-cost option card when played normally, which is very expensive. However, being played in security control format and the Dexmon/Sakuyamon bargaining chips in hand, giving your opponent more memory to build their board won’t necessarily be a bad idea as long as what their board setup timing is still under your control.

As for Tactical Retreat!!, this can be a great card to send your Meicoomon back to your security. Great value comes from sending a suspended Meicoomon (after attacking security and surviving) back to your security so that it can just pop back out when your opponent’s Digimon swings at it again, potentially triggering your Meiko tamers for additional memory gains.

Tactical Retreat is also amazing with the new security rookie Digimons, which you can also send back to your security when needed. When popped from security, [P-068] Herissmon can slow down security checks while [P-071] Impmon can play a purple LV3 Digimon from trash, both are added to your hand afterwards.

Additional synergies

The purple [BT3-096] Mimi Tachikawa is also an amazing card in a deck with so many option cards, granting excellent value as your game progresses. In addition, she also makes good deterrence against your opponent’s X-Antibody option card, which would likely end their turn or limit their play since you would gain memory.

The purple dual-tamer card [BT6-091] Sora & Mimi is also a good card for the very needed drawing power for security control decks. In addition, this card puts pressure on your opponent’s board without any LV3 or LV4 Digimons, and if they do consistently play a LV3/4 onto their board then that would work in favor of your Meicrackmon, Hellsycthe, and Dexmon.  


[BT7-107] Calling From the Darkness is also a great for pulling your Dexmon or other purple Digimons from trash, which is most likely there due to Meiko’s search, your security, or trashed my Meicrackmon’s effect. 


This site uses english-translated cards from

BT9 Security Control: A Deck-out Game

Still remember the BT7/BT8 security control deck which focused on yellow Zoe recovery and multiple hit the opponent’s security with Susanoomon to end the game. Thing has changed when Bandai ban the Mega Digimon Fusion option card, digivolves into Susanoomon is no longer a cheap step as it was.

Moving forward to BT9 meta, where many decks run OTK (One Turn Kill) strategy, the Security Control did an improvement to adapt with this fast-pace meta.

In BT9, there are something that are different with older meta such as:

  • The draw power is too fast where there are many 0-cost/1-cost same level digivolving into X-antibody Digimon, causes deck-out faster. On top of that, with the usage of Coolboy, the main character that helps X-antibody decks, the draw-cards happens even faster than expected.
  • There are many cards that can help to avoid Digimon from being deleted by effect or reducing DP. Here are some examples:

Those protections trigger Security Control deck creator to think carefully when choosing the option cards for the deck.

The BT9 tier-1 decks, Alphamon black and GrandisKuwagamon green are the best candidates for Security Control to find the strategy to counter them. Alphamon black has a very strong protection shield from its LV5 DoruGreymon and LV6 Ouryumon while green GrandisKuwagamon now has to borrow the red A Delicate Plan to avoid getting deleted, or return to hand or deck from opponent’s card effect when it does multiple security attacks.

BT9 Security Control

The yellow Zoe recovery line is still a vital in Security control deck to pay cheapest cost to “recovery+1” and draw card when there is digivolving. And now, the BT9 Sec Con has a very strong card that bring them to higher level of controlling/halting the game, it is Dexmon

For the meta of Coolboy and many tamers in use, the Dexmon sometimes appears in the battle for free. This is a game-changer for Security Control when not many OTK deck have option cards to destroy Dexmon (except for the Security Control deck itself). Dexmon “On Play” triggers “De-digivolve 1” to all opponent’s Digimon and delete all of opponent’s LV4 or lower Digimon. On top of that, at the end of opponent’s turn, delete all of opponent’s Digimon with lowest play cost. This effect makes the opponent always has to throw out a lv3 or a lv4 Digimon that is available in their hand to avoid deleting their big boss in the battle. We normally see 3 or 4 copies of Dexmon included in BT9 security control deck.

Option Cards

There are many new option cards that are available to use for Sec Con. To defend, now it is not about Gaia Force or Atomic Blaster anymore because these are not effective against many meta decks. These days we see more cards that their effects would  return the opponent’s Digimon to hand/deck or security stack like Chaos Degrade, Cocytus Breath, Ground Fang or Flame Hellscythe.

If the opponent’s Digimon with multiple “security attack” or can “unsuspend many times” hit these cards in security stack, it would be return to hand/deck or security stack, the attack will end. 

A good security control game would be able to halt the game, control the board with Dexmon and option cards, do “recovery” with Zoe line or Ophanimon Falldown mode or Holy Wave or Tacticle Retreat till the opponent deck out. Else, we still see there is 1 copy of Susanoomon to save the game sometimes if there is enough memory to digivolve into him and end the game in the same turn. Besides, Susanoomon helps to prevent you from deck out by returning 10 cards that are Tamers or [hybrid] form Digimon from trash or hand to the bottom of your deck in any order.

A Delicate Plan

A Delicate Plan is the best card to counter whatever surprise things in the security stack. With only 1-cost to play and should be easy to draw from the massive draw power in BT9 meta, sometimes 1 or 2 copies of it would be enough for the deck.

And recently there are many duo-colour tamer cards such as Tai & Hikari (red & yellow) or Yamato & Sora (red & blue), or the BT8 Hiro tamer that has no restriction in color to be used for any Digimon. Using a Delicate Plan in the deck is a good solution to counter Security Control for OTK deck.

Sample decks

Below are some sample deck profiles for reference

This site uses english-translated cards from

Garry Yeung: BT9 Armor Rush Deck – Blue Players Last Hope in DC1?

Invited Author: Garry Yeung
Country: Indonesia


With BT9 released, I can finally get another chance with blue based armor deck with the power of Magnamon X Anti-body and Omnimon: Merciful Mode. Before BT9 was introduced, the deck was having a  hard time to win because the lack of mega Digimon, with many decks in the meta can easily clear level 4 Digimon like Paildramon Jogress effect, minus DP from Kimeramon Jogress, and even Rapidmon / Yellow Hybrid can easily board wipe armor deck.

Now with the upgrade we get from Magnamon X,  we can save it by changing the attack target to MagnamonX when the opponent’s Digimon attacks and prevent his own deletion by place it at the top of our security stack. In this deck review, I will explain my deck composition, strategy, and match report.

Deck's Distribution


Starting from the Digitama, we often see player using BT1 Upamon as a staple, but since the BT9 upgrade I feel like its harder to draw with Upamon effect since a rookie can digivolve with 0 cost to their x antibody upgrade. As for my response to the meta I’m using 4 EX2 Xiaomon, this can be really helpful in early game since usually our enemy can’t even attack our rested armor Digimon with the extra all turn+1000 DP and even in the late game it can help boost our Magnamon DP.


For the rookies I only use the Veemon variant for the cheap digivolution cost that works really well with the deck. We don’t need any of the other staple rookie like ModokiBetamon or Syakomon since all the deck can control rookie pretty easily in this meta. One important note here is never play ST9 Veemon to search for Magnamon X since ST9 Veemon can only take [free] type Digimon and Magnamon X is not a free type Digimon so we can’t take it by using the Veemon search effect.

Armor Digimon

As for the Armor Digimon we use all the version from Veemon Armored Evolution line so we can get the cheap cost evolution. Usually we want to evolve into Flamedramon in early game so we can do some cheap damages to our opponent’s security while saving our Raidramon to rest our opponent’s lvl 4 or below Digimon if they play it. I usually save my Magnamon for midgame or late game since we can get boosted DP later in the game.

Both Flamedramon and Raiddramon are [Free] type Digimons.


I play of course the 4 Magnamon X Anti-body, this card done great job in saving our Armor Digimon in the battle and it can help prevent the OTK deck like Alphamon, Dukemon, Grandiskuwagamon, etc.. MagnamonX also helps to prevent cheap security check from Yellow Hybrid deck and Imperialdramon, usually when they desperate to kill our Magnamon X they will give us more memory just to destroy it. Then for the controversial composition of mega, I play 3 Omnimon: Merciful Mode and 1 Imperialdramon Paladin Mode that surprisingly works really well.

With Omnimon, you can improve control over the board that the deck lack of while discarding our enemy security every time our Omnimon survives the turn. Never digivolve into Omnimon if you know the opponent can kill Omnimon in the next turn then the Magnamon X will be wasted to the trash. But if the Omnimon Merciful Mode can survive, it will come back as Magnamon X in beginning of the turn and can block opponent’s Digimon attack again (change attack’s target).

Now we can easily have a lvl 7 White Digimon in trash we can finally use Imperialdramon Paladin Mode effect, we can reduce its digivolution cost by 4 and since we usually have a minimum of 2 duo color cards in our sources we can easily clear our enemy board. Usually the level 7 is they key to win the game when we can’t finish the opponent’s with Armor Digimon in early game.

Tamer and Option

I only play BT3 Daisuke as a searcher and a guaranteed start at 3 memory every turn. The reason I don’t want to bring the duo tamer Daisuke and Ken from BT8 is because in this fast meta putting too much tamer manually will cost you the game. Beside, with the help of the option card Golden Digizoid we can evolve our armor into Magnamon to unsuspend and finish the game (much like Armor Texture / Daisuke-Ken). Because I don’t use the duo tamer, I have more space for the Memory Boost since it is very important in the BT9 meta while we rarely see the memory blocker rookie and can easily finish them with Raidramon. The Memory Boost can’t be deleted by Megadramon or BlackWarGreymon effect.

For the Hammer Spark, its self-explanatory staple card in blue based deck. Then, the Golden Digizoid Option is a staple for the Armor deck so all Armor Digimon can easily evolve to Magnamon X with 3 cost. For Fire Rocket, I usually save it to finish the game rather than for early damage so even if we open some Tamer/Memory Boost in enemy’s security it doesn’t matter when we can finish the game.


Format: Swiss Round BO1, Top 4 Single Elim BO3

W: Win, L: Lose, D: Draw

Round 1 VS Alphamon (w/Dex-Engine) (W)

My first opponent used the new Dex-Engine to play the Alphamon deck. In my opinion this is one of the top meta in the game right now and if I can’t finish the game early it will be hard to deal with the Alphamon that can De-Digivolve our armor Digimon every turn and finish the game with Alphamon: Ouryuken. In this game while I’m setting up my Veemon and Daisuke, my enemy having a bad time by putting 2 Dorumon in battle area to search for the lvl 4 Digimon. In their turn, they checked the security luckily my first and second security was memory boost. In the next turn I can clear them with Raidramon and use the Golden Digizoid to evolve to Magnamon X and hold the other rookie from checking my security further. The game went further with me also checking the security one after another. By the time my opponent’s moving his Digimon from the raising area he still don’t have the Alphamon BT9 rather he digivolved to Alphamon from BT6 and could not finish the game because I had my Magnamon X in the battle area and he also did not have the Alphamon: Ouryuken. The following turn I finished the game.

Round 2 VS Yellow Hybrid/Security Control (W)

My second opponent used yellow hybrid without Shinegreymon or Armor Rapidmon rather he use Black Digitama and Chikurimon for security. He also played many option cards like Chaos Degrade, Wyvern Breath, and Ultimate Flare. The tricky part is the BT4 Purple Hikari that easily gains back memory every time I check the security. This is one of that unlucky game because I already cycled my deck and realize that I only have 2 Magnamon in the deck (the rest in the security). The turn he play Susanoomon he can finish the game at that point but luckily hit Omnimon in second security check. After struggling checking security one by one (unfortunately my Flamedramon with 2 fire rocket hits Wyvern Breath), there’s a point I can’t finish the game with the enemy only having 1 security left. Then he put Dexmon in the battle area and I can’t swarm anymore with my Veemon. While holding with Magnamon X, I set up my memory boost and even evolve to magnamon behind so I can play Imperialdramon Paladin Mode without changing the turn in the following turn. After I get rid of the Dexmon and hit the last security the opponent forfeit because he don’t have anything left to recovery or deal with my Digimon in the battle area.

Round 3 VS Alphamon (without Dex-Engine) (D)

My third opponent playing the classic Alphamon-Oryumon deck from the meta before. At first I thought this gonna be an advantage for me since he don’t play the Dex-Engine but after he digivolve to Oryumon with blocker, reboot, and having a white X-Antibody Option I realized I can’t deal with this. I can’t play Omnimon Merciful Mode since Oryumon can’t be destroyed, I can’t even clear him with Imperialdramon Paladin Mode since he will still have the white Option X-Antibody in his sources. While struggling to clear the Oryumon I just play defensively with Magnamon and Magnamon X. There is a turn he have Oryumon and Alphamon: Ouryuken in the battle area, but I think he made a mistake by evolving his Oryumon and hitting me with the Alphamon: Ouryuken without being able to finish the game. By the next turn I have enough setup and memory to evolve to Imperialdramon Paladin Mode and clear the second Oryumon from the board and hitting the Alphamon: Ouryuken with the annoying white X-Antibody Option (The first Oryumon) so we both lose our mega but because of that I can hold the game and time runs out making it a draw.

Round 4 VS Beelstarmon (W)

My fourth opponent playing the Beelstarmon deck. I thought this gonna be the usual Beelstarmon until my opponent play the new double tamer Yamato and Sora from BT9. This tamer making him easily use the Red and Blue option card like Happy Bullet Showering and Cocytus Breath to clear my Mega while draw and discarding card with Impmon. At first I don’t realize that he can easily use the Red and Blue option card and evolving my Magnamon X to Omnimon Merciful Mode. Later he use Happy Bullet Showering to get rid of my single fighter Omnimon Merciful Mode (Dumb me, I thought I can get rid of his annoying security with Omnimon Merciful Mode effect). The game continues with both player hitting enemy security. Luckily there is nothing other than Nail Bone in his security and I can hit his security faster with Fire Rocket and finish the game with Magnamon.

Round 5 VS Metalgarurumon X-Antibody (W)

My fifth opponent play the Metalgarurumon X-Antibody deck with the Weregarurumon Promo that makes the deck hit really hard. I know this deck really well since I also play it and I don’t want to waste anytime since the deck can OTK me if my opponent finish his setup. Although I hit some Cool Boy and Memory Boost in security, his first Weregarurumon also hit my Magnamon X in security and since he don’t have the Garurumon X-Antibody in his sources he had to start again from rookie. The game ended after I hit and swarm him with Magnamon X-Antibody and Magnamon while he still have to search for his new evolution line with another Cool Boy and digivolve in the raising area.

Result: 4 Win – 1 Draw

Top 4 Cut BO 3

Semi-Final VS Alphamon (w/Dex-Engine) (W-W)

First match was a really fast game, my opponent brick really hard without Digivolving any rookie behind he put Cool Boy in the first turn. As response seeing him brick really hard I Digivolve Veemon with Jamming behind and play another one in the battle area. The next turn with 1 memory he still don’t have any rookie to play and put another Cool Boy and still don’t find another rookie. The next turn I hit twice with Veemon and play another one to search and take Flamedramon. After all the desperate search my opponent hard play Dexdorugamon giving me many memory. I Digivolve my jamming Veemon to Flamedramon and play two fire rocket to finish the game.

Second match, my opponent finally have rookie to play and the game goes on with playing Kouta. I also play my Tamer and play Veemon in response. This game I also just hit security while swarming him with the Veemon and Armor Digimon. The turn his Dorugreymon digivolve in the battle area I think my opponent make a mistake by not digivolving into DexDorugreymon to destroy one of my Veemon or Armor Digimon and He instantly digivolve to Oryumon to destroy one of my Veemon. The following turn I can finish the game by just hitting security and finish it with Magnamon.

Final VS GrandisKuwagamon (L-W-L)

First match was a disaster game for me, I can’t find my Tamer or Memory Boost and keep having memory choke at 1 every turn even worse my opponent’s already play his tamer Mimi from the second turn. I tried my best to keep up with the game but once he goes to GrandisKuwagamon, he can already finish the game. I think this is one of my worst match up since every turn he can easily hit my Digimon in battle area and getting benefit from it, +1 memory from Okuwamon or having piercing while destroying my Digimon. My opponent also play carefully by never hitting my security until he is sure he can finish the game in one turn.

Moving to second match it was much better for me since I find my tamer early and keep playing memory boost while swarming with Veemon and Armor. Luckily my opponent also having a hard time finding his mega level Digimon. Although I hit some tamer and memory boost the time he turn into GrandisKuwagamon he can’t finish the game because of Magnamon X. Although he easily clear my Magnamon X the following turn I have a surviving rookie in the battle area and one entering from raising area, from there I Digivolve it to Flamedramon and with two fire rocket ending the game from three security.

The final game, my unlucky Veemon hitting a Mimi in security early and with 2 Mimi in the game, my opponent can easily swarm me with Digimon, by the time I have Magnamon X the green player already have GrandisKuwagamon and GrandKuwagamon in the battle area. While I have Omnimon in my hand that might can kill one of them, I maybe play to greedy and hit the security hitting into another GrandKuwagamon, although after the game I realise that even if I destroy one of the mega he still have another GrandisKuwagamon in hand so I don’t think I had any chance from the start.

Result: 2nd Place

Overall, I had a good run from the tournament since I’m winning against a lot of top meta deck such as Yellow Hybrid and Alphamon. But I think its still hard to play defensive Digimon like Magnamon X and Omnimon Merciful Mode that have to survive a turn. Luckily I met no one with Omnimon X-Antibody with the Greymon X-Antibody evolution line, this might be very hard even with Imperialdramon Paladin Mode the Omnimon can survive if it have X-Antibody white option in sources.

I think the best way to upgrade the deck after this tournament is to add another Fire Rocket and adding Mega Death for security. Changing one Omnimon Merciful Mode and one memory boost might do the trick. I still having a hard time deciding to play the double tamer Daisuke-Ken the card is actually pretty good if we have a slow match but other meta deck right now can finish the game pretty fast. I also consider Armor Texture as an option because its literally the same effect as Daisuke-Ken unsuspend effect other than your Armor Digimon have to survive the first security check.

There is still a lot of potential in this deck, I saw other player in digimonmeta or twitter playing it with Imperialdramon, Paildramon, and Shakkoumon. I also wonder if Magnamon X-Antibody is compatible in a yellow based deck, love to see more variant. While Metalgarurumon X-Antibody get nerf really hard by Bandai because they ban the Garurumon and Weregarurumon promo in the upcoming DC-1 Asia, the Armor Deck might be the last hope for Blue Player besides playing Imperialdramon Jogress deck.

Hopefully this deck review can help other player that still struggling playing Armor Digimon deck. Since I rarely see them topping especially in my area. (Talking about my area, if you have time come and find me in Ogre Citra Card Shop and Hobbies, we have regular weekly tournament and I would love to play and talk about DCG).

This site uses english-translated cards from

Thomas: Presenting for Red in BT9 meta, Gallantmon X-antibody

Invited Author: Thomas
Country: Indonesia


Gallantmon to me is a deck that heavily relies on the right digivolutions and Takato the Red tamer from EX-02. Giving “blitz” to a security-deleting boss Digimon is basically a game winner in the right conditions. Being red in color means Gallantmon will face no troubles in deleting buff digimons from the field and having deletion by DP instead of level means it has counter play against another oppressive deck in the meta  such as “D-Reapers”.

This is the deck I used to win a tournament in local recently. 

Link to view this deck in decklist.

How does Gallantmon deck work?

Getting the right digivolution means a lot to the deck, stacking with BT9 Guilmon X-Antibody, Growlmon X-Antibody and EX2 Wargrowlmon already adds 3000 DP to all deletion effects for the deck, bringing in the EX2 Gallantmon further increases that number to 7000 DP. Meaning a 6-Cost Atomic Megalo Blaster can delete a 17000 DP digimon.

The lack of memory that was a problem for the deck was taken care of by the new BT9 Wargrowlmon X-Antibody. Just having the card in the deck gives of pressure to the opponent, recklessly swarming the field will just be the same as giving memory to the Dukemon player and a chance to close the game out swiftly. If it evolves on top of a ST7 Wargrowlmon, the digimon will even gain an additional security check on top of that memory. 

That being said, piloting the deck can be a wild ride indeed. It has the potential to OTK (One Turn Kill) your opponent or slowly grind their deck to a halt.

There are 2 winning scenarios that this deck provides during the game. It is either the BT5 Omnimon final hit with “Blitz” or the BT9 GallantmonX to trash-and-attack security when we use the LV5 WarGrowlmon* to declare the attack with the help of X-antibody option card, it digivolves into Gallantmon X when attacking. Else we can digivolve LV5 into LV6 BT9  GallantmonX, if there is a Takato in the battle, the GallantmonX gains “Blitz”.

When playing this deck, there is a need to calculate when you want to delete opponent’s Digimon if there is only 1 or 2 of them in the battle. We should leave 1 opponent’s Digimon to be deleted by GallantmonX in order to trigger the “trash the top card of opponent’s security stack” when opponent only has 1 card left in their security to win the game.


Facing against purple decks will somewhat be of a treat cause they stack up their trash real quick. EX2 Gallantmon Crimson Mode and BT2 Gallantmon can do quick work of opponents like these. A match-up against a Beelzemon deck can be a gamble, the Beelzemon deck has the potential to close the game out in a very explosive turn but in a situation that they couldn’t, it is very much in the bag for Gallantmon. The main focus for this is to out-speed the Beelze deck and always preparing a big counter hitter in case our opponent fails to close the game out. Other purple decks are quite slow compared to Beelzemon and Gallantmon could do very well against them due to their nature of filling up their trash pile.

 Facing against yellow decks could be quite challenging due to their recovery and control over the game state. They could control the tempo efficiently and possibly heal up all the damage being done in the previous turn. The focus against yellow decks is like setting up a very big explosive turn with the right digivolution line for example a 3-Security checking menace with the ST7 Gallantmon and ST7 Wargrowlmon. Againts hybrid decks you should always be prioritizing this method, because it is very dangerous considering the amount of options and tamers they can bring in a deck. Speaking of options, to counter this, the deck can opt to bring “A Delicate Plan” for situational scenarios like this. But aside from OTK-ing, you can also choose to delete their security by trashing it. The BT9 Gallantmon X-Antibody can do the job but in case they preemptively prevent it’s effect by not having any digimon in play, the BT2 Gallantmon and EX2 Gallantmon Crimson Mode is another option. 

Facing against black decks is a steep hill to climb, due to their immunity being deleted and having blocker on top of it. Meaning security checks won’t be going through. The deck needs to very much outspeed the opponent for a chance to win. Not being able to remove an Ouryumon for example, means that in the next turn we could lose the very stack we have been building if we opt to attack and with its the tempo control. Losing tempo in a game would basically mean that from there on out, there are only mountains to overcome. Regaining tempo is possible but very unlikely from that point. Blackwargreymon can also make quick work of your tamers if you don’t carefully time their drop.

Facing against green and blue will feel the same. Grandiskuwagamon, Metalgarurumon-X Antibody are very fast paced hard hitting decks that can close out the game in a single turn. That being said Gallantmon are also a hard hitting deck but somewhat lags behind in terms of setup time and cost. Grandiskuwagamon has jamming and essentially 3-security checks everytime in a perfect scenario and, Metalgarurumon-X Antibody decks can opt to bring the EX1 Metalgarurumon for fast ramping up to the boss Metalgarurumon-X. Metalgarurumon also has a control option of returning Digimons back to hand that could very disruptive and can punish you in case of a wrong decision. 

To add to all of the statements above, Gallantmon is a very versatile and unsolved deck. New variants are going to keep on popping up here and there, given the variety and choices we have when building this deck it is only natural that this occurs. Choosing between BT5 Omnimon and EX2 Gallantmon Crimson Mode, whether to bring the BT2 Gallantmon or not is okay. It depends on your play style and overall meta of the environment. “A Delicate Plan”, “Judgment of the Blade” could be interesting tech cards for the deck.

The ratio of 12-10-8-7 (3-4-5-6) is quite good for the deck. Running this ratio as many other decks also does, gives a form of consistency that is pretty much required for digivolving decks like this. The remaining slots could be used for the essential tamers such as “Takato” and “Cool Boy”. Bringing memory fixers such as Tai Kamiya and Hiro Amanokawa are also recommended. Ulility options such as the “X-Antibody” is very good considering the deck has powerful on digivolving effects. Bringing in removal options such as “Gaia Force”, “Atomic Megalo Blaster” can help in situational conditions but due keep it to a minimum. 

 Speaking of “X-Antibody” and “Cool Boy”, both of these cards adds consistency and memory control to the deck as never seen before but then again be very careful when utilizing “Cool Boy” and also “Takato” when facing against a Blackwargreymon deck, or a deck that runs the new BT9 Megadramon. In scenarios like this you would just want to keep the tamers in your hand and drop them down in a favorable position when you can already use them or safely use them for a couple of turns. You would want to reap the benefits as much as you can when facing no other choices. 

This site uses english-translated cards from

BT-09: Alphamon Ouryuken establishing presence!

Last week we wrote about how Grandiskuwagamon is is dominating the early meta in Japan and Malaysia, while the other decks are still trying to make good footing in this new landscape. Amongst them is none other this set’s poster boy, the all-new Alphamon deck, and today we will look at this in a bit more detail.

If anything can be said about the Alphamon deck, we’d say that he is an all-rounder. We have very recently witnessed this deck holding up very well against the tier-1 Grandiskuwagamon (with a 2-0 win in the finals of a 20+ man tournament), and having tried this ourselves we’d have to agree that this is indeed a monster of a deck. 

Core engine: digivolution

Digivolution is in the core of this deck. 

Digivolving into LV4 Dorugamon requires 2 cost, and then 0 cost into Dexdorugamon to gain 1 memory, [Blocker] and [Retaliation]. This is effectively a 1 cost digivolution if you have the right cards in hand. 


Digivolving into LV5 Dorugreymon allows you to put a black [X-Antibody] Digimon into it’s digivolution cards to gain protection. Ideally, by originally inheriting a [BT7-054] Dorumon and putting another copy underneath (from this effect), his digivolution cost becomes just 1 memory (since we gain +2 from the 2 inherited Dorumons). 

Digivolving your Dorugreymon into Dexdorugreymon is generally free, and gives a simple board control in the form of LV4 deletion. 

With Cool Boy, these dex-digivolutions become even cheaper: a single copy of cool boy could’ve reduced this entire LV3 to LV5 digivolution to 0-cost! 

Not a surprise why cool boy is one of the most sought-after card in BT-09!

Into LV6, both the old [BT6-111] Alphamon and the new [BT9-066] Alphamon are 3-cost to digivolve. If you have a starting memory of 3 (from Doumoto Kota) or generated some along the way (from a combination of Yuujis or Cool Boys), digivolving into Alphamon would probably still keep your turn. Otherwise, you would still be very safe staying at LV5 Dorugreymon or Dexdorugreymon thanks to the turn protection he has, or even better, the [Blocker] and [Retaliation] granted from Dexdorugamon. 

Back to the Alphamons, both are great choices. However, in a more aggressive setup the new Alphamon does better, allowing you to retrieve an X-Antibody trait card from trash to be put under his digivolution cards. Ideally, an Ouryumon can be picked up if you plan to move into LV7 Alphamon Ouryuken, or another BT7 Dorumon if you wish for memory to keep your turn. Either way, you de-digivolve 1 of your opponent’s Digimon.


Either way, it would be ideal to move into LV7 Alphamon Ouryuken before initiating an attack, since at LV6 Alphamon does not have a lot of DP to go swinging at securities. With Ouryumon in his digivolution cards, his digivolution cost would only be 3, and by returning unneeded digivolution cards to your deck, you gain enough memory to keep your turn. 

So there you go, a LV7 Alphamon Ouryuken capable of 2 swings at security, easily with +1000 DP from Dorugamon and [SecurityAttack+1] from Dorugreymon, and possibly [Retaliation] from DexDorugamon and deletion protection from Dorugreymon, all done comfortably within the comforts of a turn’s memory! 

Given enough memory gained from Ouryuken’s [End of Turn] effect, it is possible to use a Hybrid as end game. Otherwise, Ouryuken should have enough staying power to last through your opponent’s turn for an end game the next.

The right cards

This deck’s performance lies at the mercy of your draws, so it would be essential to search and have them ready. Fortunately, a standard Alphamon build is not short of searchers. To name a few, 4 copies of the BT7 Dorumon, 4 copies of Cool Boy, and some copies of Ryuudamon, Doumoto Kouta, and memory boost provides ample searching power.

This deck is not short on drawing power too, thanks to the Digitama [BT7-005] Dorimon, the tamer Yuuji and most importantly, Cool Boy.

Matchup: against Grandiskuwagamon

Alphamon Ouryuken is very likely a 17000 DP Digimon at all turns, and a Grandiskuwagamon without inheriting at  least +2000 DP cannot even battle and delete Ouryuken. And if Ouryuken inherits [Retaliaion] for the turn from Dexdorugamon, it would take a lot of courage for Grandis to perform a suicide attack.

It would also cost any Digimon a lot more memory to become Grandiskuwagamon than it would to Ouryuken hence as long as you have the right cards in hand.

Matchup: against Wargreymon X

Wargreymon costs a lot more to grow, and unless he can inherit enough to push his DP to 17000, Wargreymon X will not be able to delete Ouryuken by effect. And if Ouryuken inherits turn protection from Dorugreymon, he would be pretty untouchable even when hitting Gaia Force from security. 

The only bet would probably be with [BT8-067] Metalgreymon’s de-digivolve effect, reducing Ouryuken into DP-range of an ordinary attack or deletion by effect.

Matchup: against Metalgarurumon X

Metalgarurumon X would theoretically eat Ouryuken alive, since the standard Alphamon deck lacks protection against “return to hand/deck” effects. A standard Alphamon player would invest all memory into a single stack, with maybe another LV3 or LV4 lying on the board, which makes good pie for a Weregarurumon X en-route to Metalgarurumon X. 

However, it is also comforting to know that Alphamon routes are much more efficient to grow than the Garurumon route hence the possibility of you outrunning their pace. Timing is crucial hence its important to ensure that you have what it takes to swing for 4 security checks in one turn and another for the win, so chip 1 security off your opponent early and have some hybrid LV4s prepared.


Sample decks

Below are some sample deck profiles for reference.


A sample deck that we navigated
Joshua's Alphamon deck that won a 20+ man local tourney.
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BT9: Grandis-Kuwagamon is winning a lot in Japan and Malaysia

We are not surprised that Green Grandis/Grankuwagamon is currently leading the BT9 meta, especially in Japan and Malaysia. We can consider this profile as another OTK deck in BT9, it has a higher level of control the opponent’s board with “changing the target when attacking”, faster to evolve into LV6 with “digisorption (download)”, and OTK with “SecurityAttack++” by triggering digi-burst. On top of that, this deck is very cheap and easy to build.

For now there are 2 different builds for this deck, one of them is purely building with all [Insectoid] Digimon and the other one is using the cheap and fastest way to evolve-up by using “1-cost to digivolve” LV4s and LV5 Digimon with “digisorption”, both of them have the same ratio of winning.

Thanks to BT9 meta, Grankuwagamon promo comes back to be strong and useful in Green color. Let’s see how the current build support them.

Profile 1: Faster Digivolving with "Download"

This featured deck below is created by GuanRong (Malaysia). There is something to note about this deck:

  • This deck uses the Digitama Yokomon, lv3 Palmon promo, Lalamon and Weedmon “1-cost to evolve from lv3” that will provide more inherited effects for  Grankuwagamon when it triggers “Digi-burst” to gain “SecurityAttack++”
  • This deck uses cheap play-cost LV3 to be hard play if there is a need for “Digisorption”. 
  • If the “digisorption” line is able to be built successfully, then with just 1 Mimi tamer in the board, the LV5 is evolved into LV6 Grankuwagamon for 3 cost, stay in the turn. After that we can trigger digit-burst twice to give this Digimon +2000 DP (from digitama), gain “Jamming” from Palmon and gain back 1 memory from Weedmon. Then we can digivolve Grankuwagamon into GrandisKuwagamon for 1 cost (still stay in the turn), this Digimon now has “SecurityAttack+2” with 18000DP. It can declare first attack to the opponent security cards (3 checks), then [end of the attack] can suspend 1 opponent’s Digimon and unsuspend this Digimon. Second attack would be made to clear opponent’s board or to end the game with final hit (if the opponent has no more security left).
  • This Digimon with “Jamming” and 17k or 18k DP can be survived if it hit reducing-DP option card like Wyvern Breath, can stay alive if it is Trump Sword because the Digimon havent reached the state to unsuspend itself, but it will be destroyed if it hit removal cards such as GaiaForce, DarkGaiaforce, or Fly Bullet.

Profile 2: Full Built for Insectoid

The deck above is created by Kinopota-san, from Japan. This is the other profile that is quite a common build for Grandiskuwagamon in BT9. With the fully “insectoid” Digimon are used from LV3 to LV6, it seems like a very straightforward or predictable if you are playing against them. 

There are some techs in this deck that it can either help to check faster or control the board better. The LV5 Okuwamon can be built in the raising area, then move out to digivolve into Okuwagamon-X, put an X-antibody option card under this Digimon digivolution source, declares attack and evolve into GrandisKuwagamonX for 3 costs (reduced 1-cost from OkuwagamonX effect).

The best thing of the GrandisKuwagamon is that “it can change the target when it is attacking”, it may change the target to attack the opponent’s Digimon that just got suspended when Grandis digivolves to earn back many more memories from tamers or from other Digimon’s inherited effects. It still can do “piercing” with “SecurityAttack+1” if BT1 Kokuwamon is in its digivolution source. There is a chance that it may still stay in its turn after gaining back memory, unsuspend itself at the end of the attack and declares another attack to opponent’s Digimon or security. GrandisKuwagamon with 16000DP is safe to check if it hit opponent’s Digimon in security except for Imperial Paladin Mode and Alphamon Ouryuken.

If this Digimon is able to survive after attacks, if there is a need to destroy another opponent’s Digimon in the board, then it is time to use Grandis Scissor.

This option card can trigger “unsuspend” one of your Digimon and that Digimon may attack your opponent’s Digimon (this Digimon can do “piercing” to opponent’s security, but not the element to win the game).

Unlike the 1st profile, this deck has its own defence strategy, the EX1 Kuwagamon, acts as MegaGargomon, will able to put opponent’s unsuspended Digimon into sleep without waking-up in opponent’s unsuspend phase. There is no [Once Per Turn] in its effects, so it works perfectly with GrandisKuwagamon since GrandisKuwagamon can do attack twice, at least 2 opponent’s Digimon will be put into “sleep” mode if needed.


There is an obvious weakness for any OTK deck is Security Control. If the Digimon with “SecurityAttack++” hit a removal option card, then yeah it is not your lucky day. 

The second threat in this Meta would be BT5 Omnimon X-antibody

If opponent has an Ominmon X in their field, your attack will become meaningless even if you have “SecurityAttack+5”. There is no option card in GrandisKuwagamon deck that can destroy this Digimon. To encounter this scenario, you must evolve into your LV6 and attack before opponent’s OmnimonX shows up.

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Robert: BT9 MetalGarurumon X Restand OTK Deck

Invited Author: Robert Julian Torres
Country: Philippines


Upon checking the revealed BT9 cardlist, the first X antibody line that caught my eye was the Greymon X line since it has the protection from destruction and returning effects. Upon checking those, I was curious what would its counterpart, the Garurumon X line would provide. While the Greymon X line seems to be useful, the Garurumon X line protection is not that good since it only protects from battle. After seeing this, I still wanted to try a MetalGarurumon X deck as a counterpart to my Wargreymon X deck so I tried searching the Blue Cardpool to what to use.

This is where I remembered from the BT5 where there are Ancient Garurumon decks that utilise some Weregarurumons that can restand, that card is the Weregarurumon promo card. From this, I tried to build the deck around restand/unsuspend and attacking the opponent with multiple attacks. At first, I thought to add Weregarurumon Sagittarius mode to provide some jamming capabilities to be able to check freely. When I tried it, I realized that it will hinder the restand/unsuspend process and due to Garurumon X’s protection, the Jamming is not needed anymore. This is where I built my deck around Garurumon X’s protection and the restand/unsuspend capability of the Weregarurumons.

Deck Owner: Robert

Deck Mechanics:

There are 2 core mechanics on which this deck revolves around, one of them is restanding/unsuspending. The newly released Weregarurumon X (BT9-028) is a 0 cost restand if you evolve on a Weregarurumon. This is where that I thought to incorporate its effect on another card that restands which is the promo Weregarurumon (P-008). As long as there is a “Garurumon” on its source, it can restand once.

Also, it has a very good inherited effect in which you need to have 8 or more cards to gain “SecurityAttack+1”. This pairs great with another promo card, Garurumon (P-007) where its inherited effect is not [once per turn]. But there is a downside on the promo Weregarurumon, its DP is small and can be killed by some level 4s and most of the level 5 and above cards.

And this is where the other core mechanic comes in. With the release of the new card from BT9, Garurumon X (BT9-024), it grants protection on battle for the Weregarurumon to attack safely by discarding same level digimon from its source. If you have a any Gabumon and Gabumon X (BT9-020), you will have 2 protections from battle (discarding both level 3s and level 4s for each battle that not survives).

Couting the attacks with the restand, you now have 3 attacks, 1 from intial Weregarurumon, 1 from restand of Weregarurumon, 1 from restand on Weregarurumon x. The restand is not yet finished, the MetalGarurumon X (BT9-031) also provides another restand and it becomes blocker until the end of opponent’s turn. Also, if it restands, it will return all of your opponents lowest level Digimon to their hand. This is a great removal if they only have a level 5 or higher digimon on the battle area or even a blocker. This will help a lot if you don’t have game for that turn.

Other Supports

The other cards on this deck helps digging the right pieces like generic searchers, Daisuke/Davis Motomiya (BT3-093),  and Blue Memory Boost (P-036) which also provides memory stablity, X-antibody searchers, Cool Guy (BT9-092), and Gabumon X, and garuru searchers, BT5 Gabumon (BT5-020).

How do I run this deck

Now, for the combo of the deck, the cards you always want to have or find are Garurumon X, Weregarurumon promo, Weregarurumon X, and X Antibody (BT9-109) option card. These are the core combo pieces of the deck.

For the OTK startegy, you want to build safely on your hatching area a Weregarurumon promo line with any garurumon (most prefarably the promo one) and Garurumon X for protection. If you are lucky enough to have a Gabumon X as well, you might want to digivolve it on the breeding area on top of your Gabumon. But if you need to dig for more cards, you can play it instead.

To be able to OTK, you will either need 1 of the following cards on play, Nokia Shiramine (BT5-092), Blue Memory Boost, Cool Guy or your opponent gave you 4 memory. This will ensure that you will be able to digivolve to MetalGarurumon X and be able to attack for game since it is a 4 cost to evolve.

On your turn, you will raise Weregarurumon from hatching area. You will attack directly once, then restand/unsuspend (if you have garurumon promo, you will draw 1 card as well). If the security check is bigger, activate Garurumon X protection from battle. Then, play the X Antibody card and place it under Weregarurumon, attack directly again triggering the effect of X Antibody to digivolve to Weregarurumon X from your hand for free and be able to restand and return level 4 or lower Digimon.

Since you now have the inherited effect of Weregarurumon Promo active (as long as you have 8 or more cards in hand), it will now do 2 checks instead. If successful, you will now be able to attack directly again for 2 checks and trigger the effect of X Antibody to digivolve to MetalGarurumon X and restand again. You can attack for game here if you are still the turn player. Else, you will have a blocker and Digimon removed from your opponents side. As much as possible, you will want to always go OTK route. You can do this by setting up necessary cards or by attacking the security while building up the core pieces on the hatching area.


One of the deck’s weaknesses is that you hit a removal option card from opponent’s security, the OTK would stop at that moment. The Garurumon X-antibody will able to protect once if we have 2 cards with same level under its digivolution source. But we can set up again since our game is normally moving faster than the opponent.

Matchup Result

Black/Blue Dedigivolve Source Strip: O-O

Purple Beelzemon Blast Mode: O-X-O

Black Alphamon Ouryuuken: O-O

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