Marcus T: Optimising the Xros Heart deck in the BT10 meta

Invited Author: Marcus T
Country: Singapore

Introduction

BT10 Xros Encounter introduced a new mechanic and several new decks you can build solely from the cards in this set alone. A particular standout is the Xros Heart deck that has been used extensively in the BT10 meta as well as the Evo cups held across June and July in Singapore. 

Source: DTCGreview

31% of Evo Cup participants competed with a Xros Heart build and of which, 29% of them placed in the top 8. Xros Heart took top honours in 2 out of 8 Evo Cups, cementing its status as the most popular competitive deck of the BT10 meta with a very respectable win-rate.  

This deck’s popularity can be attributed to two main reasons: It’s cheap to build, and most of the staple cards are common, uncommon and rare rarity cards from the latest booster set. It is a fantastic entry point for new and returning players alike to play in Tamer battles and larger tournaments. 

Xros Heart performs so well because of its consistency, draw power and rush potential, conferred by the new “DigiXros”, “Save” and “Material Save” effects which allow indiscriminate attacking with few consequences. Unlike traditional decks where you have to bring your Digimon out from the raising area to attack, the DigiXros mechanic allows you to play Shoutmon X4 and Shoutmon X5 for a low and attack the same turn provided you have the necessary materials. The red, yellow and green Xros Heart tamers also expand the pool of option cards you can include to support your gameplay strategy. Overall, the Xros Heart package is a very offensive and efficient one that has few weaknesses. 

Deck profile

  • Core cards 

The standard cards that nearly all Xros Heart decks will include are the DigiXros materials [BT10-008] Shoutmon, [BT10-049] Ballistamon, [BT10-029] Starmons, [BT10-034] Dorulumon, and [BT10-060] Sparrowmon; the DigiXros digimon [BT10-009] Shoutmon X4 and [BT10-013] Shoutmon X5; the Xros Heart tamers [BT10-087] Mikey Kudo, [BT10-089] Angie Hinomoto and [BT10-089] Jeremy Tsurgi. These are the most memory efficient Xros Heart cards that allow you to set up your board and wear your opponent’s security down quickly. 

  • Optimising my Xros Heart deck 

Across the 5 Evo Cups I participated in, I have made adjustments to my build to deal with tougher match-ups:

    • 2 [BT9-112] Dexmon. This card is played in nearly all decks due to the dominance of Yellow Hybrid and Xros Heart allowing you to play Dexmon for little to no cost. Dexmon is especially effective against the Blue Flare, DarkKnightmon (X-antibody), Armour Rush and Jesmon GX/X-antibody match ups. 
    • 2 [BT1-085] Tai Kamiya. This card grants X4 and X5 an additional security check (if you have at least 4 materials under them) which could give you the edge over mirror matchups. This card is essential when going up against Yellow Hybrid or Security Control match ups when you might need to clear a 6 or 7 security stack in one turn. 
    • 2 [BT9-084] Tai & Kari. This tamer allows you to gain memory early in the game due to the rush nature of Xros Heart. By turn 2 or 3 you should be able to get your opponent’s security down to 3 and in most cases your opponent will be doing likewise. Suspending this tamer when attacking effectively boosts your Shoutmon X4’s DP to 12k allowing him to better survive checks so you can sustain your DigiXros onslaught. The dual-coloured tamer also gives you access to play red and yellow option cards. 
    • 2 [BT0-099] Sunrise Buster. –DP removal remains one of the best removal options in the game. Sunrise Buster synergises really well with Xros Heart as you can play any tamer other than Jeremy Tsurgi and potentially destroy one of your opponent’s Digimon for just 5 cost.  
    • 1 [EX2-067] Fire Ball. Great for destroying Solarmon/Psychemon if you do not have Dorulumon on hand with the flexibility of allowing you to draw 2 if needed. Good to include, but not a crucial addition in my opinion. 
    • 2 [BT8-097] Crimson Blaze. A must-have to stop Jesmon decks from swarming their board with Sistermons or give you a better fighting chance against Mastemon decks which will often play Gatomon, Psychemon, MangaAngemon and Angewomon by effects. It’s also really useful against DarkKnightmon X-antibody and Blue Flare match-ups that has many level 3 and 4 digimon with less than 7k DP. 
    • 3 copies of Shoutmon X5 and Jeremy Tsurgi. Having 3 copies of X5 improves your consistency early game and it is unlikely you find yourself lacking a X5. By the time your first X5 attacks, your opponent would likely have no more security left. I cut Jeremy down to 3 copies as Xros Heart decks are already so memory efficient that you need not depend on memory to make your plays. You also can’t play Jeremy when you play Sunrise Buster and it doesn’t count towards additional DP reduction.  

A popular card to draft in is Shoutmon (King Ver.) as you can attack on the same turn if you DigiXros with Shoutmon. You can also pick up an X4 or X5 in trash on play, and you can treat this card as any DigiXros material if you were to DigiXros on the same turn. However, he costs at least 3 memory to play which you may not always have the luxury to work with. 

A common option to include is [BT10-095] Hero of the Skies! for additional draw and security check. 

Matchups

The toughest matchups I faced were against Mastemon and Yellow Hybrid. Against Mastemon, I prioritised playing my red and yellow tamers first before my opponent drops Neodevimon. When he does I try to get rid of using Sunrise Buster. Save an Angie/Dorulumon for Psychemon and use Crimson Blaze to remove Tailmon to slow the Jogress to Mastemon. Beware of saving too many materials under your tamer as Lucemon: Falldown Mode can destroy your tamers and materials saved under them. Also be mindful that Chaos Degrade in your opponent’s security can foil your plans for an OTK. A safer strategy be to attack with your level 3 and 4 Digimon to whittle down your opponent’s security before playing X4 or X5 to secure the win. 

The yellow hybrid variants in BT10 are built to be as aggressive as they are defensive. Their options arsenal will often include Sunrise Buster, Holy Flame, Atomic Inferno and Reinforced Memory Boost which will slow you down alongside Venusmon and Sakuyamon: Maid Mode. You can’t afford to stall too long and set up tamers too, as they will play Dexmon or Susanoomon before going all out with their hybrids. Go for their security early if they don’t have T.K & Kari on the board, otherwise set up your tamers and try not to give too much memory advantage each turn. Try not to attack with X4 or X5 until you have got Tai Kamiya on the board. 

Another tough matchup is Magnamon (X-antibody) as all your attacks will be redirected to him. Setup your tamers first and play Sunrise Buster to get rid of him or play Dexmon when the opportunity presents itself.

I faced Security Control decks in my last Evo Cup which were quite a pain to deal with. You have to be careful to plan your attacks and secure the win before you deck out, which is likely because they will consistently recover their security with options such as Holy Wave, Reinforced Memory Boost, Flaming Hellscythe and Tactical Retreat. They will also slow your game down by playing Digimon Kaiser and BT4-097 Kari so the best way to win is to keep attacking with your level 3s and 4s whilst playing your tamers. Play Sunrise Buster to get rid of their Venusmon or Dexmon and stop suspending Angie to draw when you are down to a couple cards in your deck. Save your X4 and X5 for the final turns once you have Tai Kamiya on the board and play all of them to OTK your opponent before you deck out. Be prepared for Chaos Degradation or Lonkhe Adistakto to pop out of their security and make sure you have enough materials before you go for the win.   

Closing Thoughts

Xros Heart is a force not to be reckoned with if you have a good understanding of your potential matchups and play around it. Just be mindful not to leave your X4 and X5 on the board as it will be vulnerable to being devolved by Dexmon which is especially prevalent in this meta. 

[EN] Russell LaParre: 1st Place Ultimate Cup with Green Hybrid Shivamon deck

Invited Author: Russell LaParre

Country: North America

Hi everyone, my name is Russell LaParre and I'm here bringing a deck profile of the Green Hybrid list I used to win Carta Magica Ultimate Cup on July 2nd, 2022. For some background on me, I used to play Yugioh for about 10 years starting with the release of Metal Raiders, transitioned to playing VS System TCG, quit both of those to play Pokemon TCG, and now the only competitive game I play is Digimon TCG so it's been a fun time translating the deck building skills from those games to this one. I got 2nd at a Digimon Regionals online last season, 4th at my first ultimate cup, top 32 at my second ultimate cup, and was removed from the last Carta Magica Cup I was going to play in but since the event oversold its tickets, I was randomly removed from playing. The win for this event has felt like sweet justice for going through that experience a few months back.  Either way, the format for this cup was BT8 + EX02 with Mulligans and no side deck over webcam. With that out of the way let's get into the list and how I constructed it. 

Deck

Eggs

4 Gummymon EX02/1 Minomon BT3-004

With the release of Gummymon in EX02, Green finally got a solid draw card via its egg, something its been missing for quite a long time in the game. Gummymon can get draws via Rapidmon, Samadahi Santi and Metal Kabuterimon so it’s utilized well in our list to get tons of value. Minomon was included because I wanted to play my deck at its highest rarity and I bought an event pack Minomon at the PPG Regionals I played the week before in Philadelphia so I played this one instead of the intended Pre-Release Bibimon because I forgot it at home and took the photo of my deck at my locals for deck submission. Bibimon should be played instead so you can potentially give your blocker Cherrymon or Kabuterimon an extra 1k dp when it blocks. 

Rookies

2 Calumon EX02

While Calumon doesn’t have a level, its weak so I’m going to call it a Rookie. Calumon gives this deck consistency, power to swing over even matched DP, and a snowball effect if you get value of it and your opponent doesn’t clear it the following turn. Calumon created tons of memory choke situations via raising Terriermon, dropping a tamer into play, then throwing out Calumon to choke at 1. Its 3k DP for free (essentially) is the best value it offers to deck bringing your Shivamon and Ancientbeetlemon to  15k/16k respectfully, allowing to perform security checks dodging threats in Mastemon, Imperial, and Yellow lists. 

4 Terriermon BT3-046

Memory Blocker is great in BT8 and BT9. Blocking off Hammer Spark, Memory Boosts, Labramon and random purple decks with Jack Raid makes this an easy 4 of. We also need it to be a Terriermon to turn into Rapidmon for the set cost of 3. 

4 Terriermon EX02

This is the latest and greatest card to come to this deck. Its ability to gain 1 memory when putting a Green Tamer into play creates absurdly strong early game board states via choking, board pressure, and combinations with Calumon to manufacture weird gamestates for the opponent to handle. The inheritable ability giving 2k is a psuedo Cody boost to your Rapidmon which doesn’t come all that often except vs Mastemon as usually you won’t have too many unsuspended digimon to tap via its effect giving that Green has little defense in security and decks tend to be more aggressive against you with that knowledge.

3 Bokomon

Consistency, free memory, essentially gaining 1 memory off JP + Hybrid makes this card a must have in the list. I would play 4 but you need room to fit other cards and you have 2 Calumon that can generate similar board value over time. 

Champions:

4 Beetlemon

Its Green hybrid, you need to play 4 of these. If you’re piloting the deck for the first time, be careful often you want to play out this card as you will end up sending valuable pieces of your next combo IE Rapidmon, Terriermon or any lvl 6 to the bottom of your deck instead of just drawing into it. 

4 Metal Kabuterimon

Similar reasoning to Beetlemon above, this card enables us to suspend over JP and since its DP restricted not level restricted we can suspend rookies, lvl 4s, and MagnaAngemon/Magnaangewoman in this meta. More often than not you will digivolve Metal Kabuterimon over a Beetlemon if you need immediate suspension and haven’t seen a JP yet. 

3 Rapidmon

Rapidmon is absolutely absurd in this meta. It gives this deck the wide board clear it was missing in BT7 and provides the suspension utility to get Gummymon and Terriermon effects. Since Green has the luxury of playing Mimi we can go from nothing in raising to throwing out Terriermon into play in a single turn then dropping a Rapidmon to clear their board. Terriermon, play Calumon, then digivolve into Rapidmon with a 3k DP boost was a common play I made throughout the tournament and should be something you factor into thinking when debating of raising your Terriermon into play against your opponent. I usually don’t raise Terriermon out vs matchups where it is considered high valuable unless I have a 2nd one in hand. We don’t need 4 in our list as we can go up into Green Hybrid lines and take other routes of play to win the board. Having less than 3 would feel awkward due the sheer amount of top deck searching your deck does via Bokomon and Beetlemon.

2 Kabuterimon

This was a recent addition to my Green deck that I've been piloting for a few months now. It's necessary to block Exveemon in this format to find consistent success against Imperial decks. Kabuterimon also being an Insectoid allows us to digivolve over our Terriermon, into Kabuterimon into RhinoKabuterimon while still being able to use his effect to digivovle into a lvl 6 insectoid. Keep 2 in the list for the current  meta. 

Ultimates

4 RhinoKabuterimon

Rhino is basically our boss monster in the deck until we draw into an AncientBeetlemon. Need to play 4 of. Its 8k is stronger than most lvl 5s in the format and the 3K from Calumon lets us swing over other lvl 5s if need be. 

2 Cherrymon

I played Lvl 5 Argomon and Blossomon the week earlier at Philadelphia Regionals and felt like their digisorption didn’t provide enough value in the deck as I would like when having a Cherrymon blocker could remove lethal, create choke scenarios, or allow me to draw a card without suspending a digimon on board to get swung at next turn. Cherrymon won quite a few games vs Imperial and Yellow Hybrid as I removed a potential lethal scenario and won the following turn since I had a blocker on board.

Megas

3 AncientBeetlemon

Green’s Mega boss monster, the trash effect and pressure it provides on the current format is absurd. You can trash security options like Chaos Degrade, Flame Hellscythe, and Hammer spark against stall decks and rush them down before they’re able to climb back into the game. I only use the On Deletion effect when I have lethal the following turn or far too many Hybrids in hand where having it deleted immediately after my AncientBeetlemon is deleted wouldn’t matter to my overall resources. 

2 Shivamon

As meme as this card is supposed to be, Shivamon can create unplayable gamestates for my opponent to win. In this meta, D Reaper, 3 Musketeers, and Yellow Hybrid (without rookie + rapidmon) have a hard time dealing with cards control. It’s a great inclusion to have at 2, you can easily cut this down to 1 or 0 if you find the need to play the other Megas green has available.

1 BT5 Argomon

My 6th Mega slot is usually the one final decision I make before entering events. AncientTroymon, Argomon, Grankuwagamon ST9, and Nidhoggmon are the best cards to give you value depending on what matchups you expect to run into. Considering Blue Hybrid winning every event in BT8 and Argomon being able to cut off Imperial’s lethal via Lobomon it was an easy decision for me to add this 1 copy in. You can bump this count up to 2 for the next few events by dropping Shivamon or Green memory Boost. 

Options

2 Samahdi Santi


Santi gives us a route to tap down our opponents' cards over 6k DP while also being a solid card to hit out of Security. I think this card can be played at no less than 2 in our list and we should play it over Thunder Laser as we can take away lethal from opposing Imperial decks that digivolve into a Mega then use Ken/Davis to restand it by not allowing it to restand the following turn.

1 Green Memory Boost

I previously played 2 Green Memory Boost but cut it down to 1 in order to play the extra Blockers in our deck. 1 felt perfect, I can see myself bumping it back up to 2 if I wanted to play 1 less Blocker but right now I don’t feel the need to do so. 

Tamers

4 Junpei

Not much to go over here. JP lets you digivolve for less memory, provides tempo control via piercing, and can drop into play for only 2 with the Terriermon from EX02. 

3 Mimi

Mimi is one of the best memory tamers in the game. Allows us to create lethal turns with a lvl 5 on board, swinging for game without spending any memory.  I usually play with 4 Memory Tamers in my Hybrid decks but after Philadelphia Regionals I realized I need to play with some sort of “punish” to an opponent hitting my security minus just getting a Tamer into play. Hence, I cut the 4th Mimi for another Izzy Mimi and it worked out beautifully. 

2 Izzy & Mimi

While this card may not look all that strong, in such an aggressive format with Armor Rush, Imperial and Red Hybrid, Izzy Mimi becomes our best way to play out of a lucky security to punish early game aggression. I believe I only used the 2nd effect to Gacha into a Mega, 5 times all tournament with only 2 of them hitting successfully. 

Matchups

Ultimate Cup Results

I believe this was the round breakdown. I mulligan'd 5 times all day. 

Imperial 2-0

Red Hybrid 2-0

Yellow Hybrid 2-0

Imperial 2-0

Blue Hybrid w Bond 2-0

Blue Hybrid 2-0

Mastemon 2-1

Yellow Shine Hybrid 2-0

Imperial 2-0

Matchups 

Imperial

Since Imperial can always draw its perfect Exodia combo of Davis, Exveemon, and Stingmon by turn 2-3, we essentially need to match that aggression with defense and winning the board after they go into Dragon Mode Combo. Kabuterimon, Rapidmon, and a Hybrid line allow to us answer their board with ease. If you miss your blocker early, you’ll need to focus on winning board then always keeping a Kabuterimon or Cherrymon in play to prevent them from hitting you with lethal. If they stumble early and you’re able to apply pressure to security before they do, you can switch gears to immediate Rookie/Champion rush them to an easy victory. Shivamon is incredibly strong against them when they stumble early and Ancient Beetlemon with Calumon is the best way to answer their Fighter Mode plays. I find that too many Green players play far too passively against Imperial and in doing so get combo’d out of the game cause they gave Imperial all the time to find their pieces.

Potential Tech

3rd Cherrymon, play 4 Bibimon/1 Gummymon, Grankuwagamon ST9/ AncientTroymon. Bibimon makes our Cherrymon an 8k blocker which would mitigate their entire attack plan to win. Grankuwagamon ST9 can rush down Imperial with back-to-back Sec + 1 turns at 15k which is stronger than their entire deck and it can also swing over Imperial Fighter mode without Calumon which is a plus. This supports the idea of you can rush their deck down before they can rush you if they stumble. AncientTroymon can help remove their lethal by tapping down Paildramon and Fightermode when they attack into you and is a much safer route of playing vs the Grankuwagamon tech. 

Mastemon

Sit on your Terriermon + Rapidmon play in Security and hit them as fast as possible with a Rhino into Ancient Beetlemon combo. I think Green is favored in this matchup as they’ll need to use their Chaos Mode to remove your Lvl 6 in play while also giving you 4-5 memory to start your turn after they Jogress. There was a play I made on the tournament stream where my opponent used Lucemon Chaos Mode and Mastemon to clear my Digimon then I responded with Terriermon, 2 Calumon, Metal Kabuterimon, and Rapidmon to swing over his Mastemon and Lucemon Chaos mode to take over the board and snowball a win. Sitting on the valuable DP boosts and Rapidmon control is key to finding success. 

Potential Tech

Not necessary

Blue Hybrid

Without Syakkoumon, this matchup is incredibly easy. You can win board every turn against them, Rapidmon clears out their floodgates, and RhinoKabuterimon is bigger than their entire deck minus Azulongmon. The key to winning this matchup is being disciplined and never evolving your Rhino into a Lvl 6 Digimon unless you’re doing to it to completely win the board and put them into a checkmate situation. The 3 memory you’re using to Digivolve into a lvl 6 is better spent putting another Tamer on board and presenting a new Hybrid + Rhino the following turn. Once they strip, stun, that Rhino you can digivolve into a lvl 6 the following turn hopefully Argomon and that should be enough for you to close out the game. 

Potential Tech

Alice/Lvl 6 Argomon 

You can add Alice into the deck over Green Memory Boost so you can delete your stunned Digimon on board to digivolve Rhino for free into your Megas while also removing your vulnerable digimon to Sora/Joe from the board. Argomon is obviously powerful against hybrid decks and including a second copy into the list will only further push your advantage against them. 

Yellow Hybrid 

The pressure Green can apply via AncientBeetlemon and Shivamon makes this a favored matchup for you. Try to keep only Tamers in play with 1 digimon on board then utilizing that 1 Digimon on board to create pressure on the opponent. This means playing out Bokomon, attacking with it, then playing a tamer for turn. Whether the Bokomon lives or not doesn’t matter much to you as you creating pressure for your opponent to answer. If they waste a Rapidmon on your Bokomon, you’re happy with that resource exchange and if they go into a Hybrid/Jetsilphymon to attack over your Bokomon you can respond with an AncientBeetlemon for a big security lead. Save your Rapidmon for when they bring out their Rapidmon and remember AncientBeetlemon can’t get its security Trash or Pierce if they armor purge. 

Potential Tech

Eldradimon/Lvl 6 Argomon

If the list isn’t playing the Guilmon Yellow Red package, Eldradimon can near autowin this matchup for you. Most Mono Yellow lists aren’t playing Wyvern’s Breath so you can safely swing into security with Eldradimon only fearing hitting into a Susanno or Eden’s Javelin + a big Digimon. Calumon can boost your Eldradimon up to 15k making it an even safer security swing but essentially your opponent has no plays during their turn to remove it. Argomon can lock out your opponent’s tamer board making all their Jetsilphymon come out suspended and if you put Argomon over your Bibimon their Rapidmon play won’t be big enough to trade into your Argomon as their Cody/TK and Kari will be suspended via Argomon. 

Summary

I think Green Hybrid is positioned extremely well for the current BT8+EX02 meta. It can adapt with tech across all of Greens Megas available and can go at least 50/50 with every deck in the format. The issue with this deck is it's hard to pilot and many play routes will be presented to you that can cause to potentially lose a game. Even with all these play routes, Green top end potential isn’t so overwhelming strong compared to the other decks in the meta meaning you may spend a lot of time practicing with the deck to get the same results with another deck you’d achieve with much less experience. You can have rocky starts as most Hybrid decks may have and will need to navigate accordingly to climb your way back into games making tournaments with Mulligans a better option for the deck. As I pointed out above, I only mulligan'd 5 times all weekend so I think the list is rather consistent as it is. Thanks for reading my write up today and good luck in all your future events! 

Abuan Binoe: Yellow hybrid – still viable for the BT10 meta?

Invited Author: Abuan Binoe
Country: Philippines

The BT10 format here in the Philippines is very diverse. This is due to the increasing knowledge and experience of competitive players about the game in general. It is hard to stick with one deck and expect to win it all, but I do have a bias on a certain deck that I have been playing since its release in the BT7 format – the yellow hybrids. Fortunately, the deck helped me won an Evo Cup after my third try. 

I played in three Evo Cups already at the time I am writing this article. I used the very popular Xros Heart on my first two tries. While the deck is really fast and powerful, nothing can beat a poor opening in the game. I had a crucial game where I opened 3 Ballistamons and 2 Angies. So, I decided to go back to my roots and play yellow hybrid and try to counter the meta. (Shown below is the winning deck I used for the Evo Cup.)

Deck's Strategy

This deck is a bit different than the standard yellow hybrid list that’s been topping the meta a few times already because it does not use the very popular Dexmon. This is because (1) I cannot secure some copies before the tournaments and (2) I believe that in the mirror, being aggressive in the early game to pressure your opponent is what you need so I put in extra rookies in the form of Solarmon. Not only that it is an extra draw (on evo) an extra attacker, it can also stop Xros Heart and Dexmon from being played. Other than that, the deck is pretty standard. 

  1. It uses the draw engine consists of Gigimon-Guilmon-Pyro Sphere. This is an important addition to yellow hybrid as it solves the problem of poor hands by drawing more cards. 
  2. It uses the ever reliant yellow hybrid engine that is still relevant even though they are there for a few formats already. 
  3. It abuses the Sakuyamon Miko Mode that can open devastating plays when paired with sunrise buster. It can also provide defense by playing fire tornado and putting it in the security stack afterwards. The deck also plays Venusmon which is important against matchup with Jesmon, Gradiskuwagamon and even the mirror. 
  4. The tamer and option line up is pretty standard. I maxed out the TK’s because I want to have a Guilmon-TK opening as much as possible. I also played the atomic blaster to replace one Kouen as some good Jesmon players always calculate the possibilities of Kouen and used the Jesmon X, Jesmon GX combo to increase the DP of their Sistermon Blanc (with blocker) to 7K. 

In my opinion, the deck is still top tier, but it is not easy to pilot. You need to understand the game state so that you can play your resources at the most optimal times. You can’t always rely on what’s in the security but rather play thinking how your opponent can’t win on their next turn.

Matchups

Here are the match ups I had during the tournament and some playtests. 

Hobby Collect Evo Cup Tournament

Vs. Mastemon Jogress (2-0 WIN)
This is a surprising match up as my opponent play the neo-devimon card that lets him gain +3 memory when I play a tamer. I was caught off guard by that effect at first but eventually controlled the game when I draw into my atomic blaster and clear that pesky neo-devimon. It was a back and forth hits and recover but yellow hybrid has the advantage in the late game. 

Vs. Grandiskuwagamon (2-0 WIN)
The multi-attack, memory gains and multi security checks of this deck is scary, but during this match up it seemes like my opponent can’t find the pieces for the correct combo. 

Vs. Jesmon (2-1 WIN)
I won the first game easily due to my opponent bricking so hard and hard casting a level 5 saviourhackmon early game which is removed by sunrise buster easily. I lost the second game due to a perfect combo with Jesmon and an extra attack with Chimeramon. I have 2 Guilmons in the security plus a bunch of tamers so there’s nothing I can do about that. In game 3, I opened guilmon and TK so it’s a very good set up from there. Having the auto-3 memory early on is important in this match up. I sealed the game with a Venusmon evo and hybrid barrage of attacks the following turn. 

Vs. Grandiskuwagamon (2-0 WIN)
Unlike the first match, my opponent managed to hit the correct combo early in our first game, but I cleared his board easily as he hit a lot of tamers from the security checks. I managed to control the game from then on. 

Vs. Yellow-hybrid (2-1 WIN)
I can’t say much about this. The mirror is really hard and exhausting to play. 

Testplay

Vs. Jesmon 2-1
Vs. Alphamon 2-1
Vs. Blue Flare 2-0, 2-1
Vs. Xros Heart 2-1, 1-2, 2-0
Vs. Darknightmon 2-0

I want to thank Jeff Ongdueco for hosting this Evo Cup. His shop Hobby Collect is one of the best shops in the PH. He really wants the game to prosper and the community to grow larger. I also want to thank my friends who lend me pieces for the deck – Ivan, Arnold, and LD. 

KC: How did my D-reaper win the “Evo cup” in the BT-10 meta?

Invited Author: KC
Country: Malaysia

Quick Introduction

In my mind, BT-10 is a Dexmon dominant meta, meaning if you are trying to swarm with too many Digimon or play a heavy row of tamers, you will be devastated by Dexmon, particularly from the de-digivolve effect. The dominant decks out there in my locals were Xros Heart and Security Control. The more dominant security control decks will run cards that “do not destroy” thus breaking the obnoxious chain of “material save” from the Xros heart mechanic, such as BT10-103 “Gran Del Sol” and ST10-014 “Chaos Degradation”. An effective deck to compete must be able to play around with these option cards and Dexmon and the first card that came to mind was EX2-054 “ADR-09 Gatekeeper”.

In addition, the introduction of BT10-042 “Venusmon” has dramatically discouraged the addition of “Security Attack +” effects as “Venusmon” shuts down any “On digivolving” and “When attacking” effects, creating a window of opportunity for “ADR-09 Gatekeeper” to shine as a perfect wall against most opponents.

With that in mind, I build my deck based on @ファイル島の民 ‘s idea (Youtuber), mixing reapers with Dexmon. The primary issue of a D-reaper is based on their ineffective handling of Digimon that prevents the reduction of play costs such as BT8-071 “Psychemon”, but luckily my good friend Kyleeee (Singapore) from Discord gave me the idea of BT5-035 “Starmon” as an additional solution to “Psychemon” instead of solely relying on EX2-051 “ADR-07 Palates Head”. One “Mother” + “Starmon” + 1 random Digimon = a very dead “Psychemon” without passing too much cost to the opponent. Moreover, EX2-046 “ADR-02 Searcher” are great fodders against opponent Dexmons at a cheap 1 cost per turn which yields 1 draw when being played.

I also played the X antibody option to increase Mother's ESS (credits to ファイル島の民 for the brilliant idea). This move in fact adds tremendous pressure to the opponent especially when the opponent has a bricked hand.

Tournament Report

Match 1: Vs Beelstarmon 00

G1, G2: My opponent bricked badly for both games because he relied heavily on BT2-069  “Gabumon” and BT7-069 “Eyesmon – Scatter Mode” for hand filtering. He mostly checked into “ADR-02 Searcher” and did not manage to trigger any “On Deletion” effect. In addition, without having any levels, my opponent’s only effective option was BT6-095 “Happy Bullet Showering” which is easily tanked by my “ADR-02 Searcher”.

Match 2: Vs Darkknightmon pilot by my friend Kang Wei, 0X0.

G1: He did not have any BT10-092 “Nene Amano” in play and 1 Ex2-055 “Reaper” ends the game.

G2: He had a BT7-063 “Darknightmon” + several other little ones on the field while checking into two of my DeathXmon in security. I was at a cost of 1 and enough Digimon on the field to end the game if my Gatekeeper attacks as well. Unfortunately, my Gatekeeper checked into a “Nene Amano” tamer at security. I passed the memory at 2 to him after that. With my Gatekeeper rested, he evolves his level 5 into BT10-069 “Darkknightmon X”, killed my rested Gatekeeper, and ended the game.

G3: 2 Gatekeeper appeared at security, and the game ended the next turn.

Match 3: Security Control with BT10-041 “Sakuyamon:Miko Mode” pilot by another friend, Yi Yuan, 0X0

G1: His hand was full of tamers, I rushed him with my Reaper after counting 3 pieces of BT9-099 “Sunrise Buster” and Dexmon-s.

G2: Due to ST3-015 “Holy Flame” being placed in his security, I was unable to rush him at all. He out-stalled me, killed my last Gatekeeper with BT7-112 “Susanoomon” and ended the game with hybrid shenanigans.

G3: I have more Dexmon than him on the field, and none of his Digimon can sustain on the field.

Match 4: Security Control pilot by my most respected rival Ser Feng, X00

G1: I counted him playing 5 removal option cards in this game and he has 3 security left. With him possibly ending me next turn due to hybrid shenanigans, I YOLO-ed with reaper only to find his last security being his 6th removal option, “Grand Del Sol”, there is no returning from there without Gatekeeper’s controlling effect.

G2: I eventually draw back my Gatekeepers and DeathXmon at the bottom of my deck while controlling his field with “ADR-07 Palates Head” and a “Mother” with at least 12 “ADR-02 Searcher”.

G3: Similar to G2, but this time, he decked out because he did not run any “Susanoomon” nor BT&-015 “AvengeKidmon” for recycling. He definitely could have stalled for time but he choose not to despite having more security than I do.

Match 5: MetalGarurumon X pilot by Arick Ng, X00.

G1: I was unable to touch his level 5s and he had a smooth line of evolution. I did not draw into any Gatekeepers and he makes sure he has only 1 tamer and 1 Digimon on the field so I cannot summon DeathXmon to the field.

G2, G3: He concedes when my “Mother” has 6 ESS and I have Gatekeeper on the field. He told me he did not run any removal options because his deck was focused on controlling with BT9-031 “MetalGarurumon X” which bounces based on level (which I am immune to) and BT3-097 “A Delicate Plan”. 

Closing Thoughts

Basically, I exploited loopholes in my opponent’s deck construction process, create enough problems such as Dexmon and Gatekeeper for my opponents to handle and as the turns pass by, my Bubbles and Pendulum Feet can survive security checks. Palates Head turned out to be amazing at controlling with enough Searchers under “Mother”. Despite “Mother” being a glaring weakness, out of 32 players, there was only 1 BT8-070 “BlackWarGreymon” player, 1 BT10-016 “Jesmon X” player, and 1 BT10-057 “Bloomlordmon” player which I managed to avoid. This deck is not feasible with these decks running rampant but Xros Heart and Sec Ctrl-s apparently scared them away, creating an imbalance in deck distribution which I manage to thrive in.

Also, many thanks to Latias Trading’s boss, Wen Shen, for all the encouragement and most importantly asking me not to quit and have it a go for the “Evo Cup”, my physical sparring partner “包菜” and “Akira Wang”, my discord sparring partner “Meteorstrike”, “Tomato Teh” for loaning me his Dexmon-s, and that one guy who lent me his D-Reaper deck.

Garry Yeung: Won Evo Cup with BT10 Kiriha Blue Flare ft. MagnaX

Invited Author: Garry Yeung
Country: Indonesia

Introduction

With BT-10 Cross Encounter release, we got the long waited first Evolution Cup since in Asia region it was delayed. Since it’s early in the meta there have been variation based on the new BT-10 cards. There’s the Mixed/Xros Heart, Blue Flare, Dark Knightmon and we even still see deck from the meta before such as GrandisKuwagamon, Blue Armor, and Yellow Hybrid.This time I don’t have time to prepare for the tournament since I just got back from vacation.

After observing the winner of the early weeks of BT-10 release, I decide to try Magnamon X to the Blue Flare deck since there’s a lot of aggro in the meta and many of the deck have low DP Digimon such as Xros Heart with X5 only have 10K DP and Blue Flare with Metalgreymon with only 8K DP. While Dark Knightmon can devolve Magnamon X, they don’t have the rush like the other deck. This deck can even handle mirror match against Blue Flare better because Magnamon X with X-Antibody option doesn’t even care with the stun from MetalgGreymon or DeckerGreymon, Magnamon X can still redirect the attack.

Deck Building

Digitama

Upamon is still the best Digitama for most of the blue deck right now, since the deck have ways to discard the enemy’s evolution sources and there’s a lot of Digimon without sources (literally the Xros Heart with their free play Digimon from Tamer). You can also run the new Digitama, Bebydomon in this meta with a lot of Digimon in the battle area it’s easy to get the draw effect.

Rookies (Lvl 3)

For the Rookies, I have seen a lot of variation such as Veemon (combine with Chibimon to get draw) and Jellymon (to remove enemy’s rookie). While Gaossmon is a must in Blue Flare Deck, I find that Bulucomon from the promo is really helping the deck. Since the deck relies on the new mechanic DigiXros, we don’t get a draw by evolution or effect like ShoutmonX4, sometimes hand size feels really small. ModokiBetamon also still good to block the enemy delay effect from memory boost.

Champion (Lvl 4)

As for Champion, I use all the Blue Flare Digimon. Ideally we want to play MailBirdramon from Gaossmon effect to play Kiriha for free, but if I have Blazing Memory Boost and already play Kiriha for free, Greymon and Deckerdramon is the best choice. Usually if there’s more than 2 Digimon on the enemy’s side I play the Deckerdramon. Remember to recycle MetalGreymon when Kiriha on the battle area by playing Mailbirdramon or Greymon if needed. I think if you can find the slot playing the red Greymon (Security Atk+1) and one or two Hybrid are also good. Another notable thing is Deckerdramon ESS does not required your Digimon to be a Blue Flare and sometimes when the opponent have 2 Digimon Magnamon X DP can get boosted to 12K. Becareful though Greymon and Mailbirdramon ESS need your Digimon to be a Blue Flare to activate it’s effect.

Ultimate (Lvl5)

I play 4 MetalGreymon and 4 DeckerGreymon, while there are people who playing only 3 DeckerGreymon I still play 4 because when playing Blazing Memory Boost sometimes you don’t want to take the DeckerGreymon first (of course you want the other like Greymon, Mailbirdramon, or MetalGreymon). If you only play 3 DeckerGreymon and you don’t take it when you use search it will go to the bottom of the deck and you will never find it again but if you find your deck and hand keep drawing the DeckerGreymon you can play it at 3.

Mega (Lvl6)

I only play 3 copy of Magnamon X no more no less, I find it to be the best at 3 you won’t have too many since it cannot be search by all the searcher in the deck. Remember to play the X-Antibody option or Magnamon X redirect effect won’t activate.

 

Tamer

Playing 4 Kiriha for consistency is great but same as DeckerGreymon if you confident you can play it from MailBirdramon or Blazing Memory Boost easily you can play it at 3. Sora & Joe is a great tamer this set since the enemy will play their Digimon without sources (Xros Heart and other rookies such as Psychemon, Solarmon, etc) and it help you to reduce the enemy source as well, you can experiment more with this card to find the comfortable copy of it, for me it was 2.

Option

4 Blazing Memory Boost is a must, this card is just too good might be the 2nd best memory boost after Reinforce Memory Boost from the Yellow Deck in game right now. Howling Memory Boost is also a good card to stun your enemy when you can’t play the MetalGreymon or DeckerGreymon. Because I play many memory boost I need to find the way to use it when it block by ModokiBetamon, Gazimon, and Terriermon my answer for it is the Forbidden Trident (alternatively you can evolve to level 4 if your rookie is Jellymon but I find this hard for the consistency). Forbidden Trident is also good to remove Solarmon, Psychemon, Chikurimon, Pillowmon and Pomumon (since Gaossmon effect of playing Digimon by effect won’t activate if there is Pillowmon or Pomumon in the field). Ice wall is just always broken when the timing is right, bring 1 copy of it will never hurt your deck (hell I know people will bring 4 copy if it was not limited).

Last but not least is the X-Antibody option to activate Magnamon X redirect effect (you can also just use it so your Digimon to have sources to negate enemy extra memory from Sora & Joe Tamer).

Tournament Report

Swiss 5 Round BO3

W: Win, L: Lose

Round 1 VS Blue Flare (2-0) W

First Opponent is a mirror match between Blue Flare. In this two game the enemy find it hard to attack my security since I have Magnamon X early in the battle area. While I’m winning the aggro game, the enemy also can’t remove my ModokiBetamon that lock 2 of his Blazing Memory Boost delay effect making me lead more. Of course, the stun game between us is crazy but once again Magnamon X save the day.

Round 2 VS Dark Knightmon (2-0) W

Second Opponent use the Dark Knightmon deck. I find this to be annoying since Dark Knightmon can De-Digivolve my Magnamon X or worst it can De-Digivolve my MetalGreymon and delete Greymon instantly. The first game is a bit slow since I brick and can’t find my MetalGreymon until half of my deck drew. But by evolving Deckerdramon into DeckerGreymon I can hold the enemy well until MetalGreymon comes to play and finish the game. The second game I have a better hand and with the momentum from Gaossmon and MetalGreymon rush I lead the game far ahead early. Before I can finish the game I even defend my security and field with Magnamon X.

Round 3 VS GrandisKuwagamon (2-0) W

Third opponent use the GrandisKuwagamon deck. This is the same opponent I faced in the Final Community Regional before (Previous article in Digimonmeta cc: https://digimonmeta.com/2022/03/24/garry-yeung-bt9-armor-rush-deck-blue-players-last-hope-in-dc1/) . In the first match, I hit opponent’s Mimi in first security, I thought the game gonna go bad after that but with Blazing Memory Boost I can also play Kiriha. After that he don’t have any lvl 4 in hand and hard play an Okuwamon for 7 cost. From there I always stun his Digimon using MetalGreymon and DeckerGreymon and giving him no chance to clear my security with OTK. The second game is also a bricky game for the GrandisKuwagamon player therefore I always play with a lead and end the game 2-0. For me DeckerGreymon and MailBirdramon is the MVP in both of these two match since the enemy can play X-Antibody option and always have the upper hand in number of sources so its hard to use only MetalGreymon stun effect.

Round 4 VS Xros Heart (2-1) W

Fourth round I finally meet a Xros Heart deck (probably the most popular deck in this meta). In game 1, while we both have a slow game I find it hard to use Greymon restand effect and aggro the game therefore I evolve Magnamon X early to counter the enemy’s aggro. But my enemy run Sunrise Buster and immediately delete my Magnamon X. After losing the aggro game and without a second Magnamon X in the hand I lost the first game. The second game I had a chance to chain stun three Dorurumon since its hard for him to remove it from field to DigiXros (well its all Dorurumon he have to digixros three times to remove it from his field) I have the lead with Greymon’s ESS and win the aggro game. The third game is a close one because I misplay in the turn I can stun both of his Digimon, I dumbly attack with Greymon and got block by Ballistamon (both dead thefore he only have 1 Digimon now) but because Magnamon X is early on the field I can hold the enemy aggro well and seeing his sunrise buster goes down while searching using Taiki I won the game.

Round 5 VS Xros Heart (2-1) W

Final round is also a very intense one because I know the Xros Heart deck can aggro faster than me and probably end the game before I can chain stun his Digimon. It’s even harder when you already stun the enemy and he use it for Shoutmon X4 Aggro and save all of his sources. At first I thought I had the first game in my hand while I have 2 security left and the enemy only have 1 security left. I have a rookie in hatching area and I can play MetalGreymon to end the game next turn. I pass the turn by giving my enemy 1 memory. Then I got surprised by his Gravity Crush and he end the game (Atk by Rookie and 2 times Shoutmon X4). Since I know he running gravity crush this time I play it more safely by always giving him a little memory and playing Ice Wall and ModokiBetamon in the right timing after a while I lead and finish the game. Third game is the most intense game by far in the tournament, I think we both have our best hand at start. The enemy aggro me very early I lost my first 3 security before I even touch his. But by stunning his Digimon I also hit back with MetalGreymon. There also a moment where I can stun his Shoutmon X5 and throw all his sources using Sora & Joe and Howling Memory Boost. At that moment I’m pretty sure I can hold the game with Magnamon X and get the game. At his last turn I got surprised by him using 2 Gravity Crush at the same time but he don’t have the DP to get pass my Magnamon X and I won the game by holding that round.

Final Thoughts

I think Magnamon X probably the best mega so far for Blue Flare but I remind you that this is still early in the meta and I find it that my enemy have many solution for Magnamon X. I might be experimenting with other Mega or probably joining the other player by not playing any mega and just focusing on aggro, but for now this is the deck that I comfortable with and thankfully I won Evolution Cup at Ogre Gading Serpong with it. Hopefully I can win more since there is still a lot Evolution Cup this time around. Goodluck for all of you and hopefully you can also get the Omegamon or Agumon Prize from Evolution Cup, Cheers!

This site uses english-translated cards from digimoncard.dev.

Ridhaudin: BT10 DarkKnightmon Deck Review

Invited Author: Ridhaudin
Country: Malaysia

Introduction

Hi to my fellow Digi-Destined readers here! This is Ridhaudin from Malaysia giving you my deck review that I used recently in the first week of the BT10 meta which is the Darkknightmon, the Immortal King. 

Darkknightmon recently received a handful of supports in the latest BT-10 which improves more aggressiveness, defensiveness and consistency to the deck overall. With the only Digi-Xros deck that does not having any Save mechanic. The deck does have its own stickiness to stay in the field giving constant pressure to opponents battle area. Thus, being one of the top contenders in the current meta.

This is my deck list profile that I piloted and won in my local’s tournament:

The deck in general having to run a lot of rookies and champions which does have some similarity with the Armor Rush deck.

What I love the most about this deck in having a great consistency and efficiency, is the number of searchers it provides. Having up to 4 searchers in total does makes a lot of differences to the lack of the draw power that black has.

General Gameplay Objectives

This deck in general is to rush out your opponent’s security as fast as you can with the rookies and with the Darkknightmon packages. Another gameplay that would drag you out into the late is to be able to hold out your field with the new Blocker effects from the new Tamer in BT-10 while having bodies to pressure your opponent’s board. The ultimate combo with this deck can achieve up to 4 checks with 9k-14k DP in one turn with low resources used.

Digitamas/Level 2

Pagumon (BT6-005) is the only Digitama suitable with the decks, as all the color in the deck are black and not running much option and Tamers is a plus draw for your hand. I also run the Dorimon (BT7-005), this other one copy of Digitama is not really important other than the main one so I just run it because it can compliment with the effect of BT7 SkullKnightmon to slot the sources underneath just for additional draw.

Rookies/Level 3

To start with the Monitamon (BT10-058) is one of my favorites cards in the deck having to take 2 cards that is the Darkknightmon key pieces from the 4 cards revealed is super helpful! I also run the Dorumon (P-070), having 25-27 Digimons with play cost 4 or less in the deck you could spawn the card from top of your deck 95% most of the time. Next, I run the Chikurimon (BT6-056) as a good measure in the security to counter most of the OTK decks, Ie: Alphamon Ouryuken & GrandisKuwagamon . Being able to select one of your opponent’s Digimons to De-Digivolve is a solid effect to slow them down. Last lvl 3 is the latest Chikurimon (ST-13) which is a great counter to the current Digi-Xros meta especially to the Xros-Heart and the Blue-Flare. Those decks in general needed to recycle their materials through their Tamers thus making them vulnerable to the Tamer deletion effect of the Darkknightmon X (BT10-069) while them passing me a lot of memories to my turn. 

“Why didn’t run the ToyAgumon (BT2-055) with the Reboot?”

Personally, it’s one my favourite rookie in black overall. But what makes me don’t run it is because most of the time you wouldn’t go with the setup gameplay in the nursery with this deck and you would not be able to inherit the reboot effect in time while setting up the Darkknightmons package.

 

Darkknightmon Package

The latest Darkknightmon (BT10-066)  only cost 4 to hardcast in the field while putting 2 materials underneath is super strong. Having a strong effect when played and Digi-Xros is making it able to remove opponents’ level 5 and below. My suggestion is as early as you could in the game if you have the hand to play this one you should play it straight away to give early pressure to your opponent. Whereas the other Darkknightmon (BT7-063)  you should cast it whenever you have a decent memory before passing to the opponents most of the time. 

SkullKnightmon (BT7-058) being the next aggro character in the deck. The When Attacking effects allow you to digivolve to Darkknightmon for free and having a good ess Security Attack +1 is a must included material to put beneath your Digi-Xros Darkknightmon. For the other materials that you can go as the DeadlyAxemon spot I would suggest putting the searchers lvl 4 in the sources. Such as, the DeadlyAxemon (BT7-059)/Skullknightmon: Mighty Axe Mode (BT10-061) thus provides additional materials from searching when the deletion from Darkknightmon above triggers for your hand ready for the next turn in case it got controlled by your opponents.

I also run 2 copies of the SkullKnightmon: Cavalier Mode (BT8-062). Most of the people wouldn’t run this in the deck as it only has a When Digivolving that gains Jamming and Blocker, and also not having any ess. My preference towards this card specially just wants to have extra materials to be slot in the Darkknightmons just because it is also treated SkullKnightmon/DeadlyAxemon is an alternative in case I’m short with the materials.

Last but not least, how is my experience with the Darkknightmon X-Antibody (BT10-069) in general? It’s the only Mega level in the deck but it does have a strong presence when on field. Being able to delete any Tamers is such a strong effect in the current meta. My advice if you have Amano Nene (BT10-092) in hand you should cast it as early as you can. This provides two-way of playing with the Darkknightmon X-Antibody (BT10-069). The 1st one is being able to be aggressive to your opponent’s Digimons or last-hittting your opponents after all your Digimons have finished swinging and evolving it on top of your Darkknightmons and deleting the Amano Nene for just 2 cost evolution. The other one is to have it as a Blocker while your opponents are swinging with a greater DP than this Digimons thus making it procs the On Deletion effect to play your Darkknightmon from trash and you should play the BT10 one to De-Digivolve your opponents and stopping them for a while.

“Why didn’t include any Dexmon in the deck?” 

I personally feel my type of playstyle for this deck is not a board-controlled purpose since my sole was to rush it as fast as I can. This is my personal opinion, but it is a good card to include inside the deck if anyone prefers it. 

Tamers & Options

Of course, Amano Nene (BT10-092) is a must to include. I would suggest to run only 2-3 copies in the deck as you didn’t really need it too much on the field. The other Tamer is the Izzy Izumi (BT4-096) is your go to memory Tamer and does have a good effect inside security by gaining one memory if all 3 cards on your top deck is black, which it is gonna be XD. I run Izzy with 3 copies since I tried with 2 copies before realizing you wouldn’t see it much in your hand or security.

The options I used are the Kongou (BT9-103) is one of my favourite options in black since then, stopping level 5 below to declare any attacks have been really helpful to me. Pride Memory Boost (BT7-105) you already know how suitable it is for the deck and having a delay +2 memory to extend your plays/combo.

Matchups

VS Blue Flare:

The freeze mechanics is a struggle while facing this deck. Having to get your Digimons in battle area, you can’t really avoid being hit by it. The play is to take it slow with the rush and choking your opponents as much as you can and bring out the Darkknightmon X-Antibody (BT10-069) when the Blue Flare Tamer Christopher Aonuma (BT10-088) appears because without the Tamer they can’t take materials underneath different Tamers. Make the necessary characters stay unsuspend to be able to use the Blocker effect when needed as Blue in general have a strong resource with the memory and draw powers.

VS Xros Heart:

The Xros Heart needs a lot of materials to summon the key pieces which of the deck which is Shoutmon X4 (BT10-009) & Shoutmon X5 (BT10-013) otherwise they are gonna pass a lot of memory to you. The deck also is almost the same as Blue Flare as it needs to have the Tamer Mikey Kudo to be able to use the materials underneath all Tamers. But in this case, you shouldn’t really use your Darkknightmon or Twilight type to block the X4 & X5 since they are gonna have Piercing from Ballistamon (BT10-049). The plan is to wait until Shoutmon X5 (BT10-013) came out and use the effects of Darkknightmon to De-Digivolve 1 and destroy the Shoutmon (BT10-008) underneath which it’s the only material will be saved, and the rest will be discarded so it will not be looped in the next plays. And delete the Mikey Kudo (BT10-087) if you have the chance.

VS Jesmon:

Jesmon deck does offer both good offensive and defensive playstyle. With the latest support from BT10 provides Jesmon with Piercing and an even more amounts of Sistermons spawn. Your opponent would opt to play the Sistermon Blanc (BT6- 082) to stop the Darkknightmon aggressiveness. Your only concern would be deleting the Sistermon Blanc to cancel the Blocker gain effect to all the other Sistermons with the Skullknightmon: Mighty Axe Mode (BT10-061)by Digi-Xrosing with 2 materials underneath to pop 4 cost or less easily by paying 2 just costs. And this is one of the reasons why I include Kongou (BT9-103) in my deck profile, it will slow the Sistermons down from rushing the security since Jesmon wouldn’t be able to finish the game. My suggestion would be playing the Kongou (BT9-103) last before ending your turn by setting up your next play with deleting the necessary Sistermon that would slow you down and choking your opponent memory since Jesmon deck usually don’t really rely on memory Tamers.

VS Bagra Army:

Eventhough Bagra Army have the same Save mechanic with the Xros Heart and Blue Flare. It relies too much on Amano Yuu (BT10-093) in my opinion. Without the Tamer on the field, they wouldn’t be able to loop the sources underneath their Digimons and from the trash. You can easily pop the Tamer as quick as you can since they can’t loop the Tamer from trash unless they play the Hybrid packages which is not that consistent with the deck I believe. But do be careful of Troopmon (BT10-076) and MadLeomon (BT10-077) when youre gaining hand size or playing your Darkknigtmon package. As it would end your turn quickly just by pulling the sources underneath those Digimons from the memory gains. If you’re not able to delete the Amano Yuu (BT10-093) in time, do watch out from Blastmon (BT10-070) summoning that can have Rush and Blitz when played with just 3 sources underneath it and prepare some Blockers when you have the chance.

VS Ragnaloardmon:

Ragnaloardmon provides a faster rate chance to Jogress from the new Starter supports eventhough for a lvl 7. But Ragnaloard playstyle wouldn’t really go for nursery gaming as it needs to use the spawning effect to have two bodies to Jogress. So, use that opportunity to pop the lvl 5 using the Darkknightmon (BT10-066) but be aware of the deletion negate effect that Bryweludramon (ST13-14) and RaijiLudomon (ST13-13) provides. But all in all, the pace of the Darkknightmons is even faster than Ragnaloardmon playstyle.

This is just some of my favourite matchups for now. I would love to go against the Yellow Hybrid Venusmon in the future and other types of Security Control decks to see how good it is to hold up against these strong control/recovery decks that roamed through the meta for a long time. 

Conclusion

Overall, Darkknightmon deck is a very fun deck to play with. Have faith in the deck and don’t be afraid with your hand early in the game as it would get better as the game goes on even in the early stages. 

Finally, thank you for giving me the chance to share this deck review/strategy insights for the readers out there. Although I just started playing in this year, I hope this article provide helpful tips for you guys that wanted to play this deck. Lastly, all my opinions written above doesn’t reflect any Darkknightmon deck players out there.

Thank you and cheers!

This site uses english-translated cards from digimoncard.dev.

Ying Huang: 1st Place NA Top Cut Regional with Yellow-Purple Maste Jogress

Invited Author: Ying Huang
Country: North America

Introduction

Hello everyone, Ying “Human” Huang here to talk about my deck and match ups for Top Cut NA Online Regional Event. As this is the first NA event to include ST-9 and ST-10 for the format, every deck available to players is at full power. This means when deck building, every deck and every situation should be put under consideration and how to counter each of them

Deck's Distribution

Eggs:
4x Nyaromon / 1x Demimeramon:

I’ve seen many people play 4x Demimeramon and 1x Nyaromon instead, I prefer this set of eggs as Nyaromon can occur more than once as the digimon attacking may survive allowing for multiple occasions of drawing and discarding. This allows the player to control the cards in their hand and keep the most optimal cards for each situation. Another reason I play this set is because of the rookies played, the Demimeramon egg is most optimal when combo together with Tapirmon, however this list does not play any Tapirmon.

Rookies:
2x Gazimon / 2x Psychemon / 2x Candlemon / 2x Salamon:

With the style of the deck being very similar to Security Control, having a low rookie count does not hurt the deck. Instead you increase your security defenses and promote consistency by using memory boost options to find the pieces to your combo. Gazimon and Psychemon are crucial for the Imperialdramon matchup where Gazimon counters hammer spark and memory boost plays coupled by Psychemon countering Stingmon plays to prevent your opponent from jogressing into their level 5s. Psychemon is also extremely crucial when playing against Beelstarmon. Although I did not play against any in the tournament, the deck is still very powerful and doesn’t hurt to be prepared for the matchup.

Candlemon helps with controlling memory usage and Salamon allows you to jogress into Mastemon in a scenario where you do not have Gatomon to jogress at the end of turn.

Champions:
4x Gatomon / 2x Blackgatomon:

As Gatomon is the most important card in the deck and the initiator of allowing the player to jogress when necessary. Blackgatomon is my choice of secondary champion for having a dual color, an inheritable effect to give the digimon “Retaliation”, and its ability to rush when played.

Ultimates:
3x BT3 LadyDevimon / 1x ST10 LadyDevimon / 2x Lucemon Chaos Mode / 3x MagnaAngemon / 2x ST10 Angewomon / 1x BT8 Kimeramon:

BT3 Ladydevimon is the main draw power of the deck to allow you to control your hand and utilities. While ST10 LadyDevimon is not as powerful as the BT3, the card is necessary as an extra purple level 5 digimon and to be a target for Flame Hellscythe to bring back in order to make jogress plays. Lucemon Chaos Mode is your primary pick for a jogress Mastemon play in order to delete an opponent’s digimon or Tamer.

MagnaAngemon and Angemon would be your defensive plays and the play to pass turn before jogressing at the end of the turn. While MagnaAngemon is more defensive, Angewomon promotes a more aggressive play as the inheritable gives your digimon Security Attack +1 if you control a purple Digimon.

Lastly we have Kimeramon which is my choice of Tech for the deck. Kimeramon’s effect makes it multiple colors based on its sources and in this deck, when you digivolve it or jogress into Kimeramon, it is always yellow and purple which then allow you to jogress into Mastemon with either a yellow or purple.

Megas and Omnimon Zwart Defeat:

4x ST10 Mastemon / 2x Ophanimon FallDown Mode / 1x Creepymon / 2x Omnimon Zwart Defeat:

The primary top end of the deck is ST10 Mastemon, the most powerful card in the deck that can control your opponent’s Digimons in the battle area. Mastemon being 13000 DP makes it very difficult to remove and when coming out, majority of the time, a Lucemon Chaos Mode will follow up in order to clear an opponent’s board. When already in the battle area, Mastemon synergizes well with Flame Hellscythe and Omnimon Zwart Defeat.

Which brings up why Omnimon Zwart Defeat is played in the deck. Besides being able to digivolve and deleting a tamer, when Omnimon Zwart Defeat is attacked in your Security, it is then played in the battle area. Since Omnimon Zwart Defeat is played by a card effect, it activates Mastemon’s all turn effect, which deletes a digimon that is equal to or less than the level of the digimon played. Since the newly played Defeat is level 7, Mastemon would then delete a digimon level 7 or less.

Next we have Ophanimon FallDown Mode which has a strong board presence due to its ability to bring back a level 4 or lower digimon when it is deleted. In most cases, this digimon would be Gatomon which then allows the player to make another play to jogress into Mastemon or play another Ophanimon. The on deletion effect can also bring back a Blackgatomon which has “rush” in order to attack 1 more time which in many cases is the extra attack needed to win the game.

Our last level 6 and tech for the deck as well, Creepymon. Creepymon is the game closer for the mirror match and for the Rapidmon Yellow Hybrid match up. There are other games in which it could extend to the late game where decking the opponent out is the primary choice for a win condition. Creepymon gives the deck an additional win condition outside of attacking through your opponent’s security. Its ability to play a level 5 or lower purple digimon from trash if 4 or more cards are trashed from your deck synergizes together with Mastemon in order to control the battle area.

Tamers:
3x BT8 Kari Kamiya:

My choice of tamer is purely Kari to keep consistency of the deck so that the tamer I play will always be Kari. The tamer allows for proactive plays as it is a memory tamer and so you can play recovery cards for a lower cost as Kari can be tapped to gain 1 memory when a card is added to your security.

Options:
3x Purple Memory Boost / 1x Reinforced Memory Boost / 4x Flame Hellscythe / 3x Chaos Degradation / 1x Calling from the Darkness:

Purple Memory boost synergizes together with purple egg base for the event if you do not have any rookies to play. Even on turn 1 when you do have a rookie to play but not gatomon, it is objectively better to play the purple memory boost instead of the rookie if the said rookie is yellow and not purple. This allows you to dig through 4 more cards of your deck to find gatomon or any other purple digimon that you need to make combo plays. With the same argument as purple memory boost, reinforced memory boost does the same except recovers 1 security and adds 1 card to hand. These memory boosts can then be used on a later turn when extra memory is needed to take control of the game.

Flame Hellscythe is the best option in this deck to synergize with Mastemon hence why it is maxed out in the deck. Hellscythe can bring back 6000 dp or less yellow or purple digimon back from trash while reducing your opponent’s digimon by 6000 dp. This bypasses armor digimon’s ability to armor purge and delete them and allow you to play a digimon in the battle area. With the popularity of Rapidmon, it is a prime target for Flame Hellscythe as it is 6000 DP naturally.

Chaos Degradation is necessary in the deck despite its high cost due to its strong capability of removing difficult digimons such as Ouryumon or Zwart Defeat. Ouryumon has a protection effect that prevents itself from being deleted by card effects and Zwart Defeat has an on deletion effect that would then delete one of your digimon. The deck itself naturally has difficulties dealing with level 7 digimon as the only way to handle them is by attacking over them somehow or by using Chaos Degradation.

Lastly, Calling from the Darkness is a must have option that has value from early game all the way to late game. Calling from the Darkness allows the player to select exactly what purple digimon they need in the late game to set them in an advantageous position. Such targets could be a purple rookie together with Gatomon to set up for a following turn or Mastemon in order to jogress digivolve and take control of the battle area.

Gameplay / Matchups

Blue Hybrid:

Although I did not play against any in the tournament, I believe this matchup to be fairly advantageous for Mastemon. This is due to its ability to interact with Tamers with lucemon Chaosmon and Zwart Defeats. With the large number of security bombs in this deck, floodgates that blue hybrid generally keep on the battle area would get removed and allow Mastemon to take advantage of the lack of tamers from being removed by Lucemon.

BlackWarGreymon:

A decent matchup about 50-50 depending on the style of BlackWarGreymon. Many BlackWarGreymon players gear towards a more controlled style of removing tamers and digimon, preventing their opponents from countering. Then we have players that tend to play a more aggressive style using BT1 Wargreymon in order to negate options from being played from security and OTK their opponents with an Omnimon with “blitz” to finish their opponent off. While Mastemon has a stronger match up against a controlled style of BlackWarGreymon, it has a weaker match up against an OTK aggressive style of BlackWarGreymon. In order to play against this style, one should keep their security as high as possible and not allow your opponent to check the remaining security in 1 hit.

X-Antibody:

As discussed previously, Mastemon struggles to deal with a protected Ouryumon and level 7s. Once an Ouryumon is established in the battle area and is consistently protected by its effect, Chaos Degradation is the only card in the deck that can deal with it. In order to play this match up, one should remove Yuji’s as much as possible with Lucemon Chaos Mode and Zwart Defeats to prevent Ouryumon from getting its own effect.

AncientGreymon Red Hybrid:

The hardest matchup for Mastemon is AncientGreymon Red Hybrid as the deck can attack for 5+ security at once and prevent options from being activated. The best way to play this match up is to consistently keep your security high and remove any digimon your opponent has in the battle area to prevent any chip damage. By keeping your security count to be at least 1+ to the number of security checks an AncientGreymon would do will prevent your opponent from digivolving into Omnimon with “blitz” to attack for game.

Rapidmon Yellow Hybrid:

This is an extremely long match as both decks recover a lot and will stall each other out. The toughest card to deal with in this deck is Susanoomon as it is a level 7 and only Chaos Degradation can remove it from the battle area. Susanoomon can also prevent the deck out win condition as it places a combination of 10 tamer or hybrid from the trash to the bottom of the deck when the deck count is low. To play this match up, one should always keep a Chaos Degradation to remove a Susanoomon if it is played and to always watch the deck count so a Creepymon can be played to trash the remaining cards in your opponent’s deck. The last win condition would be to be as aggressive as possible and not allow your opponent to set up tamers and recover their security.

Mastemon:

A fairly straight forward matchup as the second Mastemon to come out will remove the first Mastemon that was played. This is played very similarly to Rapidmon Yellow Hybrid as decking the opponent out is the most likely reason for a game to end than if all security was attacked.

Beelstarmon:

Very similar matchup as Mastemon and Rapidmon as the longer the game goes, the stronger the deck is as Beelstarmon can be played at a lower cost. However to counter this, Psychemon can be played in order to prevent Beelstarmon from having a reduced cost and control the battle area. The best way to play this matchup would be to be as aggressive as possible and reduce your opponent's security as fast as you can. This is because Beelstarmon does not have the capability of recovering security unlike Mastemon and Rapidmon Yellow Hybrid.

ImperialDramon:

Due to the speed of the deck, this is one of the hardest but also easiest matchups for Mastemon due to how linear it is played. If no Exveemon and Stingmon are available to be played together in order to jogress digivolve into Paildramon, the deck slows down exponentially allowing Mastemon to fight back and control the battle area. However if both are available, ImperialDramon is extremely aggressive and can attack multiple security within a single turn if no options are hit to remove the Paildramon. The best way to play this matchup is to not give the opponent too much memory when they have tamers and a digimon set up in the raising area and to remove as many digimon in the battle area as possible to not allow for jogress plays.

Armor Rush:

A fairly advantageous matchup for Mastemon as armor purging does not prevent the digimon from being deleted if its dp is reduced by Flame Hellscythe. Mastemon’s ability to play Lucemon Chaos Mode would also bypass the armor purge as Lucemon would have the digimon armor purge first then Mastemon’s effect would trigger as Lucemon was played by an effect to delete another digimon of equal to or less level. Armor Rush also has difficulties continuously pressuring the opponent as many resources are used at once in order to put pressure on the opponent while Mastemon is able to recover all the damage with the use of MagnaAngemon.

Summary

While Mastemon does have a poor matchup to OTK oriented decks like AncientGreymon Red Hybrid, X-Antibody, and BlackWarGreymon, I believe it is one of the if not the strongest controlled based deck for the format. Having access to floodgates like Gazimon and Psychemon, prevents your opponents from taking advantage of memory gaining cards and play reduction cards that normally puts them in an advantageous position. Angewomon’s inheritable of giving security attack +1 when a purple digimon is in play gives the deck an aggressive behavior when necessary. Despite the flaws of the deck of not being as consistent as one would prefer, it is very capable of making comeback plays when at a disadvantage due to the security having an effect on the game if an option of an Omnimon Zwart Defeat is attacked.

William Teh: A Deck Review for JesmonGX with Gankoomon X

Invited Author: William Teh
Country: Malaysia

Introduction

Jesmon GX has its unique play style in Digimon Card Game (DCG) as it combines with a bunch of sistermons to run the engine.
Previously, Jesmon's play style was One Turn Kill (OTK) instead of how you are able to control the board and lack of defensive ability compared to other decks.
 
It is good for beginners who just joined DCG before the limitation of BT6 SaviourHuckmon where you can just build your perfect line in the Digitama area and OTK your opponent when the time has come.
 
After the limitation of BT-6 SaviourHuckmon, the play style becomes more interesting and you are able to do more in board controlling.
 
This is the deck I played and won in a local tournament.

How does Jesmon GX deck works in the BT-10 environment?

For the current environment, how do we increase the win rate against most of the decks like Venusmon (Security control), Blueflare, Darkknightmon X, etc?
 
Most of the Jesmon GX players will prioritize Jesmon X rather than ST12 Gankoomon/ Gankoomon X. 
Jesmon X allows all of your Digimons including sistermons to attack the active Digimon in your next turn (as your Sistermons have summoning sickness during the turn) where mostly you will pass the turn due to digivolved to Jesmon GX.
 
However, most of the time all of your sistermons will be destroyed by Dexmon as most of the deck will put at least 1 or 2 pieces Dexmon currently in their deck. 
 
This is the key reason why I played a different style of Jesmon GX, ST-12 Gankoomon and Gankoomon X will be my prior instead of Jesmon/Jesmon X.
As De-digivolve is irresistible currently except for Ragnalordmon and Mother D-Reaper. All these make ST-12 Gankoomon become my choice.
 
For the sequence of Sistermons
(1 – Important, 5 – Optional)
 
1) BT6 Sistermon Noir/Ciel
2) ST12 Sistermon Blanc
3) BT6 Sistermon Blanc
4) ST12 Sistermon Noir/Ciel
5) BT10 Sistermon Ciel
 
Why the most important is BT6 Sistermon Noir/Ciel instead of BT10 Sistermon Ciel?
 
I love how BT6 Sistermon Noir/Ciel delivers a persistent effect with +2000 DP for all turns and +1 memory where Jesmon GX's DP can be up to 21000 or more with Blocker effect.
 
BT10 Sistermon Ciel is giving an effect of +1 memory when digivolving to Huckmon in name/ Royal Knight, but lacks a persistent effect.
 
 
DCG performs based on how you control your opponent's memory to increase the rate of winning. However, if you need BT10 Sistermon Ciel to digivolve to Jesmon GX; thus, you would give your opponent's memory to become 6 or above. 
 
Unless you need to speed up the digivolution in 1 turn from BaoHuckmon(Level 4) to Jesmon GX to counter your opponent's or serious defending for the turn. Then, BT10 Sistermon Ciel will be the only option.
 
Whereas, ST12 Sistermon Blanc is a compulsory 2-3 copies in your deck.
It can prevent your Red/ Black Digimon from being destroyed by effect. In other words, Jesmon GX is nearly invulnerable to most of the effects except for De-digivolve and Chaos Degration.
 
Lastly, ST12 Sistermon Noir/ Ciel might need at least 1 piece to reboot your Jesmon GX as the highest DP Blocker in DCG so far.

Matchups

Facing against yellow security control deck (Venusmon) could be quite challenging as Venusmon effect is able to control most of the deck and you couldn’t run any of your digivolving/ attacking effects until the end of the opponent's turn. 
 
So, we can use the ST12 Searcher & Delay option or just play BT1 Taichi or Sistermon in order to utilize the memory.
 
Why would you play Taichi while Venusmon can control your Digimon with "Security Attack"?
 
This is why I chose ST12 Gankoomon as main instead of Jesmon/ Jesmon X. BT1 Taichi does not affect other than Red Digimon.
 
With that, it is easier to control your memory at 3 during your turn and  counter your opponent.
 
Firstly, digivolve your SaviourHuckmon to ST12 Gankoomon and you can De-Digivolve up to 2 opponent's Digimon. Then, you can just pay for 1 cost to Digivolve to Gankoomon X. 
 
At the end, your Jesmon GX can do about 5 checks to your opponent's security.
This is why I use BT1 Taichi and not worrying about Venusmon.
 
Facing DarkKnightmon X (DKX) deck will be a little strenuous, DKX can free summon Darkknightmon (DK) in trash during deletion.
 
The only method is to digivolve ST12 Gankoomon and De-digivolve DKX.
Next, we could destroy it without allowing your opponent to free summon an 8 cost DK.
The effect of BT10 DK works to De-digivolve 1 of your Digimon and destroy a 5 cost Digimon, that's why it becomes 1 of the Meta in our country.
Therefore, the solution goes to ST12 Gankoomon.XD
 
Regarding Blue Flare (BF), the nemesis of Jesmon GX.
We know about how BF can stun all of your sistermons and Jesmon GX/ Jesmon/ Gankoomon.
But, don’t worry about spreading your sistermons despite your opponent can stun all of them during every turn.
 
Here’s a smart move! I would recommend putting 2 pieces of BT8 Kimeramon into your deck. Joggress Digivolution reset all of the effects of 2 of your Sistermons (or any of the Level 4 Digimon). Friendly reminder, Jesmon GX must clear your opponent's security until 0 before we use the BT8 Kimeramon to end the game. Otherwise, you will be countered by your opponent in the next turn.
 
Back to the start, ST12 Gankoomon plays an important role, as we know Deckerdramon has "Armor Purge".
 
Last but not least, we need some luck for Digimon Card Game although your deck is stronger against your opponent's deck.
 
Sometimes, you have to pray hard before the tournament to decrease your hand brick chances. XD
 
The above is my personal opinion and does not represent any of the other Jesmon GX players.
Have a nice day!

Sam Zhou: 1st Place NA Carta Magical 2022 Regional, a Tourney Report.

Invited Author: Sam Zhou
Country: North America

Introduction

Hey guys it’s Sam here with a summary of my experience at the Carta Magica NA Online Regional Event. The first thing about this event to address is the format which was up to BT8 with the exclusion of ST-9 and ST10 due to inaccessibility from delays. This meant that two premier strategies in Imperialdramon and Mastemon would be missing from the tournament and fewer tools for other decks such as armor rush not having access to mega death. Realizing this my playgroup surmised that the top threats in this meta were likely: Yellow Hybrid, Blue Hybrid, Black Wargreymon, Armor Rush and X-Anti body thus the building was revolving around having good matchups against these decks.

Deck's Distribution

Eggs:

4x Upamons/ 1x Frimon: Upamons are the premier yellow eggs to maximize due to the consistent ability to draw your cards late in the game. There is argument to play Cupimon to have access to card draw early on in the game when you have 5 or more security however the game plan for this deck was to usually be at a security deficit to enable T.k & Kari which is counter intuitive to Cupimon so I elected to play Frimon as the 5th egg to give a very easily enabled 1k dp boost. I believe it is also totally fine to play only 4 Upamons as you only play 6 rookies and thus is very unlikely to run out of eggs.

Rookies:

The low rookie count is typical of yellow hybrids strategies since you will mostly be playing tamers rather than evolving in raising. Previously yellow hybrids would play a synergistic purple sub package including purple eggs and rookies however with the addition of Rapidmon and Cody Hida, the favor shifted towards yellow eggs and rookies, but I can see a shift back to purple as the meta develops as it is still providing strong and unique tools that mono yellow doesn’t have access to.

4x ST3-04 Patamon: Extremely important rookie since it allows you to gain memory when you delete Digimon via dp reduction which is key in being able to evolve into Rapidmon and not passing turn with its 4-evolution cost.

2x BT2-034 Salamons: Extremely good at stabilizing when the opponent is playing aggressively, however most of the time you will reserve it as the 5th and 6th body to go into rapidmons.

2x Bokomon: One of the few proactive Digimon you play in the deck. It’s ability to search for key cards while presenting a continuous memory advantage makes opponents forced to react and commit to remove it.

Champions:

4x Kazemon and 4x Zephyrmon: Standard to max out the hybrid, offers a lot of synergies with Jetsilphymon, the tamers and Susanoomon and now with yellow eggs you have more ability to dig via evolving on top of your rookies. Some of the most important decisions in games is choosing when to turn your tamers into the hybrids as well as moving them to the correct zones whether it’s from security to the hand or cycle aggressively to draw and fuel a potential Susanoomon evolution.

4x Rapidmon: One of the 2 cards from BT8 that make a big impact in making yellow hybrid viable in bt8 and single handedly saves in a lot of matchups yellow hybrid previously struggled in. When you can set up tamers to guarantee enough memory to Rapidmon and keep turn you can play with high confidence that you will be able to out any threating board your opponent can present. With the usage of Cody and even T.K. Kari you can easily swing over the high dp megas that your opponent invested a lot of resources into. It forces opponents to respect this threat that they are forced to play conservatively and slower which is ideal for your gameplan. It is having armor purge makes it the creme de la crème of champions as it allows you to build up your board and play more aggressively than in previous formats due to it limiting opponent removal options.

Ultimates:

4x Jetsilphy: Super powerful card that allows you to control your security as well as enabling an avenue to your megas for 3 memory if evolving from tamer into lv 4 hybrid into Jetsilphy.

2x Rizegreymon: High tempo card that is surprisingly sticky on the board since it dodges Ouryumon and Blackwargreymon’s on digivolve as well as options such as Gewaltschwarmer. The strongest aspect of this card however is the inherited ability to give sec+1 if you have 3 or more tamers which allows the deck to quickly end games.

Megas and Susanoomon:

2x Dynasmon: One of the most nuanced cards in the deck. Provides 3 distinct roles. Firstly, it is one of the few ways to remove our own security to enable TK. & Kari in control matchups. Secondly it is a proactive play that allows you to dig into your deck and find the key pieces that you are missing in your hand while filling trash for Susanoomon. Lastly it completely stops chip strategies and stabilizes your life by recovering using Zoe or T.K. while also providing an additional buffer vs OTK strategies.

2x Shinegreymon: Really underrated card nowadays due to yellow having so many new mega since the glory days of bt3 but the sun hasn’t set on this card as it still clears boards and can swing with unmatchable power when supported by the plethora of tamers you play.

1x Susanoomon: Highly synergistic card in a hybrid strategy. Provides removal, clears 3 securities at once, base high hp and most importantly. prevents deck out which is highly likely with this deck in control matchups.

Tamers:

The bread and butter of the deck. Yellow tamers allow you to proactively build recurring advantage over your opponents whilst being difficult to interact with. They also serve as a launching point for your hybrids to make high impact plays.

4x BT1-087 T.K Takashi

4x Cody Hida

4x Zoe Orimoto

3x T.K. & Kari

 Each tamer has different importance depending on the matchup and I will explain those in the matchup section later.

Options:

1x Yellow Memory Boost: A flex slot, ideally it should be another Susanoomon but I only had 1 available but It boosts consistency and helps mitigate the low number of rookies being played in the deck while arming you for explosive turns even if your tamers aren’t enabled.

1x Reinforcing Memory Boost: The giga chad boost yellow memory boost wishes it was. Does everything yellow memory boost does but bigger and better. It’s limited to 1 for a reason.

2x Tactical Retreat: A tech card aimed at helping prevent blue hybrids from running rampant with memory advantage after freezing your Digimon. Also allows you to recycle hybrids by retreating them into security and grabbing them back with Zoes. Effectively allows you to play more than 4 Jetsilphymon in a game.

Gameplay / Matchups

Matchup Notes:

Blue Hybrid: One of the hardest matchups and feels unfavorable unless you play tech cards that are not good against the rest of the meta. Our play group expected Blue Hybrids to be a stronger contender in this format without Imperialdramon since it was a bad matchup while still having good matchups across the rest of the board. Key strategies are to be decently aggressive and force the blue hybrid player to turn their tamers into hybrids and remove them as well as exhausting their ability to strip sources by slowly evolving your lines. Tactical Retreat allows you to salvage Digimon that would normally enable their Sora & Joe.

Black Wargreymon: A decent matchup in my opinion unique in that they are able to interact with your tamers, but they have issues blowing up your security quickly and presenting a face clock which gives ample time to set up. Just be aware to deny Blackwargreymon’s ability to delete 2 Cody, play wyvern’s breath if you expect this matchup to be prevalent and always try to reserve a rapidmon play to respond to their blackwargreymons or a fast evo into shine if you have enough tamers.

X-Antibody: Another similar matchup to blackwargreymon but they have more explosiveness and OTK potential. However, they have fewer controlling elements and takes time to set up. You must play for aggression or else they will establish the perfect stack and OTK you. Shinegreymon can usually out any board they present while also allowing you to swing over their mega blocker.

Armor Rush: Relatively easy to control early on but does have insane high roll potential. Try to set up an overwhelming memory advantage with your tamers so you will out tempo their moves and try to set up your security so that it can deny big fire rocket turns. If they set up multiple Ken and Davis, you will be forced to try to end the game quickly because it becomes impossible to control them at that point.

Yellow Hybrid Mirror: Most important aspect is being able to set up a memory advantage via tamers. Usually neither player is going to attack security, so it becomes a race to draw the key cards as well as trying to self-inflict damage via T.K or Dynasmon or force them to recover more than you to enable T.K Kari. There for you must be careful when you play Jetsilphymon or Reinforcing memory boost. Susanoomon is usually the key card to win since it has sec + 2 as well as deck out prevention.

My matchups at Carta Magica 2022 Regional:

R1 vs Beelstar 2-0:

G1&2: Was able to set up a memory advantage after scatter mode swung into my sec using T.K & Kari and end the game before they could start playing Beelstars for free. Cleared wide boards using Rapidmon and set up security to ensure scatter mode / promote survives.

R2 vs Yellow Hybrid Mirror 2-0:

Opponent never saw their T.K. & Kari or didn’t run them, so I was able to comfortable win via memory advantage both games.

R3 vs Yellow Hybrid Mirror 2-0:

Usual strategy g1 with the memory advantage. G2 was spicy/lucky, both of us were even and high health. I used my only Susanoomon on my shine to clear the board and try to set up an OTK but it got wyvern-ed, I hard played cards and avoided digivolving to stay in the game but by the time I drew the last card in my deck I couldn’t go for lethal, however my opponent’s was also near deckout and I swung into security and hit eden's javelin to force my opponent to draw their last card which was Susanoomon.

R4 vs Yellow Hybrid Mirror 1-0:

R1: I won traditionally, R2 I was in the driver seat and time was running low, I decided to try to go for the win which led to some bad security checks by me that put me on the back foot but with some good security checks on my part as well I was able to stabilize, and we both drew g2 due to time.

R5 vs Beelstar 2-0:

R1: my opponent bricked and hard played a bunch of rookies that I was able to remove using goldrapid, which set him back far enough that I could gain momentum using T.K & Kari due to his early swings. G2 was closer, I played aggressively knowing my opponent would win the late game once he set up and he was 1 memory/ 1 discount away from being able to win but he couldn’t set it up and I was able to end the game the next turn.

R6 vs Beelstar 2-0:

G1: Played aggressively but it got to the edge once my opponent started zwart D on top of their beels to start removing my tamers but rapidmon provides a lot of damage early on and I was able to seal the deal past a full board of zwart defeats and a vilemon. G2 I positioned and early rapidmons that swept the board and survived a couple of checked and followed up with a rize to make my opponent’s removal options really awkard and was able to carry the tempo to a win.

R7 vs Big AncientGreymon 2-1

I was nervous for this matchup since it was not on my radar and could potentially win the game by building a mega stack in security. The gameplan focusing on trying to either: recovery my sec high enough to survive the turn he moves out and prevent an otk and use all the tamers from those sec checks to stabilize OR develop enough zoes and time zephymons to make ancientgreymon die to a sec check and luckily 2 of the 3 games I was given enough time to set up zoes and zephymons to make his ancientgreymon die to a mega in my stack and I was able to wipe the board on the following turns and close out the game before he could pose another lethal threat.

There was only 7 rounds due to the other undefeated losing to a pair down and the large amount of draws in the tournament.

Summary

I think a large part of my wins was due to the preparation of the deck which led to favorable matchups in the mirror match with the usage of shines and T.K & Kari and luck with the pairings being able to face mostly matchups that I was well practiced in. I want to give special thanks to the shine master QiQi and the the first bandai tournament champ FromTheFuture(who got 4th this event!) for helping me prep for this event by playtesting/theory crafting. I learnt the playstyle from QiQi’s who had won a previous Bandai event using yellow hybrid and he also came up with this list.

Hope you found my write up informative and valuable!

[En] Zachary: 2nd Place in Oceania Regional with Yellow Hybrid Rapidmon

Invited Author: Zachary Tregenza
Country: Oceania

Introduction

Hello, Zac from down under here. I’ve been asked to give a breakdown of my deck and tournament run for my latest BT8 regionals. To summarise I got 2nd in ranking with 5 wins, 0 losses and 1 draw, in doing so, solidifying my view that yellow hybrids are an absurdly strong deck. My following opinions and takes on the deck and matchups should be taken with a grain of salt based on your play style and how early we are into the new set 8.

Deck's Intro and Game Plan

General Game Plan

This is my general game plan for most match’s to power through any board and will help set the context for card choices and strategies. This involves chipping over the course of the game and undoing damage dealt back with recovery and answering board states as necessary.

Early Game: Establish Tamers and level 3s e.g. TK, Zoe, Boko

Mid Game: Recover, Control, Chip e.g. Jet, Rapid, Swings

Late game: OTK, Hybrid for game e.g. Susanoomon

BT7 Package

4x Zoe Orimoto // 4x Kazemon // 4x Zephyrmon // 4x Jetsilphymon // 2x Bokomon

The core of the deck, little to be explained except for Bokomon. I couldn’t understand other lists taking Boko out when it’s a top 5 search for arguably your most important cards and allows for free extensions to help chip your opponent without passing turn.

Eggs

4x Upamon

At this time, this slot seems rather contentious between Upamon and Cupimon. One excels late game, the other early. Cupimon is a great option to push out rookies to swing and start seeing more cards to help slow the opponent into your range. I have seen success with Upa as the format is still very aggressive, in combination with how I play into Rapidmon (which I will discuss in a bit). This one is a personal preference slot (I prefer my foiled Upas). 

Level 3s 

4x Patamon // 2x Salamon

The rookies are a tiny part of the decklist but are very impactful. The Salamons play the part to be the catchup recovery late game and a great little teaser to play off Ophanimon:FD deletion effect. The Patamon is the important key to maximising Rapidmon’s devastating entry, therefore a must 4 of. Cutemon may be a viable option here into a heavy Mastemon or Hybrid format but personally, I did not feel this was necessary.

Level 4s

4x Rapidmon

This card is insane. Rapidmon is a level 6 Shinegreymon but he’s level 4 AND can use armour purge to stick to the board if answered. Using Rapidmon sparingly to maximise his impact whilst juggling the rookie in the raising area is what makes the deck have a chance against decks like Imperial and what dictates winning the mid game. When the board is lacking threats to yourself, I will push the rookie out of raising to chip at the opponent. Else, if the opponent is building tall or wide, pushing out a stockpiled Patamon in raising and Rapid in hand for the follow up will generally answer any board. The only drawback is Rapid will require you to have tamers to suspend targets to resolve the minus to DP, but given I use the early game to establish the as many tamers logistically possible this is less likely to be a problem.

Level 5s

1x Rizegreymon

This is a relic from the BT7 formats build and is completely optional spicy tech. I found relying only on Jetsilphymon as the bridge to level 6s was not consistent and fragile. In combination with how I use Jetsilphymon to get in cheeky chip damage prior to evolving into level 6s I’d find myself running out. Rizegreymon pairs best with the TK and Kari Dual Tamer but as shown in my list I rely on this less for large memory gains. So a good consideration would be if you like the dual tamer, running more Rizegrey is beneficial and vice versa. A comedic interaction emerged during one of my games in which I had evolved up to a Susanoomon whilst Rizegreymon was underneath, leading to Susanoo checking 4 Security instead.

Level 6s

1x Shinegreymon // 2x Ophanimon: Falldown Mode

Like most other Yellow hybrid lists, I ran the new dual colour Ophanimon, for its simple but strong effect. Its recovery on evolution and paired with its on deletion make it a tricky card to answer whilst passively threatening 1 check for the opponent even if they kill the card once. This card is a great mid game tool to end your hybrid line to recover till you’re out of your opponent's kill range. The one of Shinegreymon is another optional spot. Throughout my matches, it resolved when it needed to clear problem cards that Rapidmon couldn’t or wasn’t in a position to. The best option I believe I should have run in this spot however would be the BT1-Seraphimon for a cheap recovery and 2 security checks. His 10k attack however feels riskier given BT8s taller security, leaving this spot entirely to preference.

Level 7s

2x Susanoomon

The big Susan fills two simple but key weaknesses for the yellow hybrid game plan, decking out and mirror matches. Susan stops deck outs as the deck draws a lot and stalls till they’re winning, enough said. His key role in closing the game and making headway in mirror matches. My approach for the mirror match will either maximise hybrids evolves to chip aggressively like normal (hand permitting) or build for a large OTK on the back of Susan’s 15k Dp and triple check. This is run as a two of as in every mirror match, if they play Susan, you’ll have to answer back with your own to keep your momentum. 

Tamers

4x T.K. Takaishi // 2x T.K. Takaishi & Kari Kamiya // 4x Cody Hida

Given the introduction of BT8 Kari tamer, most other hybrid lists include this card to get extra memory from recovering, however, they were making a sacrifice. Ol’ reliable TK in my opinion is too strong to cut, for the latest Kari. TK provides the utility to look and take cards within your security, essentially turning your security into a second hand (Allows me to scope security for options to check if I can be aggressive). Taking away this utility for a potential one memory in a deck that gains a lot of memory while reducing costs and refunding memory, Kari might be overkill. To emphasise this, the more reliable memory gain is generally covered by my remaining tamer choices of Cody and TK&Kari. Both tamers synergise heavily with Rapidmon’s Dp reduction to close out the gap of really tall Digimon. 

Options

1x Reinforcing Memory Boost // 1x Yellow Memory Boost // 2x Wyverns Breath // 2x Eden’s Blessing

Both memory boosts serve the same function within the deck to help consistency and extend turns. These are efficient ways to stockpile the necessary memory to enable Susanoomon plays as discussed before without passing turn. I’m future lists I would consider more of the Yellow Memory Boost but I couldn’t source extra for this tournament. The remaining cards are the flex spots. Both of these choices for me were to ideally answer Paildramon from the Imperial decks and other tall Digimon during security checks. As described, they are security bombs to blow up Digimon to regain some momentum. Wyverns hit hard but cost a lot, while Edens was the cheaper but has a smaller reduction to compensate. These ratios can go up or down depending on how much you want to rely on security or removal to win games. For my tournament experience, they came up as needed. (Twice during the tournament, Paildramon Swings into my Security, Hits Edens, I only have 7 cards in hand, Pail lives with 1k. Probably a decent reason to just play wyverns instead)

Cards that weren’t included but might be worth considering:

Cupimon – Patamon generally sits in raising until rapid is worth going for, may not resolve too many draws on higher security

Chaos Degradation – The best way to answer X antibody if they have the proper protection but requires purple

Flame hellscythe – Amazing card but doesn’t answer Paildramon

Purple Kari Tamer – Better at staving off aggro rather than tall decks, may be required to enable the dual colour options above. 

BT8 Kari Tamer – I don’t think it’s required, but enables interesting plays.

Holy Flame and Holy wave – Personal preference

Cutemon – A good option to impact hybrids and Mastemon if their popularity increases

Spicy Strategies

Throughout this breakdown I have mention “chip” damage consistently. This my overall approach for the deck as Jetsilphymon is unrivalled in chipping security while healing your own. This mindset allows you to play at a quicker pace than normal and less time fumbling around in a game mindlessly recovering. This mindset also transfer to Ophanimon:FD and Rapid in which you can swing and chip freely whilst they are on board and do not mind if they die during their checks as they both leave a Digimon on board for your opponent to deal with while not checking your own security. This stratagem is obviously match up dependant given piercing and decks like BT8 Blackwargreymon. My final thoughts being especially when paired with Bokomon the deck can win games quickly in both amount of turns and time, both of which seem to be a problem for players in the meta. 

Gameplay / Matchups

  1. Jesmon – (2-1) – My opening match to help warm up for the day was a super teched out Jesmon deck. The amount of tech cards he included allowed me to have the time to just simply chip away at his security each game. An interesting addition that did interrupt my general game play stemming from my opponent was the new Digimon Emperor Tamer. The tamer would punish me for bringing my Patamon out of raising area to then evolve into a Rapidmon (without passing turn like normal). The tamer further punish Rapidmon by killing it and using the tamers other ability to suspend and draw 1, and since the Patamon would remain, it was another target for the Emperor tamer to resolve again at a later point. So in summary that one tech tamer threw me for an wild ride I was not expecting match 1. An additional note was I made a bad misplay in not respecting Jesmon and did not kill it (and killed another target instead) and lead to me losing from Jesmon Swing into Blitz Omnimon. That game loss was 100% avoidable if I had properly analysed what his deck was going whilst he was showing me his top deck searches (e.g. Huckmon revealing top 5).
  1. B/G Rookie Rush – (2-0) – Blue and Green Rookie Rush Deck that featured rookies that were designed to be maximise the Davis tamer adding both green and blue. He featured the normal blue options of Hammer Spark and Ice Wall to further craft his turns ideally, and a Rapidmon to evolve on green rookies for additional control. Both games were extremely close where if I didn’t see 1-2 more sources of recovery (generally Jetsilphy), I would have not been able to out pace his early aggression. Game 1 finished with me on 0-1 security even whilst recovering an additional 4 security throughout the game. To note he played optimally and never committed more than two rookies to board as well making my own Rapidmon evolves to control the board feel worse. Ophanimon:FD shone most during these games to extend enough time for me to gain back momentum whilst being almost interactable.
  1. Imperial – (2-1) – My first match was playing against what I believed to be an even match with given my option selection and playstyle. However given the tournament did not include mulligans, this was either a curse or a blessing with my opponent seeming to draw every tool to extend and finish me and game 1 within 2-3 turns. So coming out of that game having my confidence shook with its aggression I wasn’t able to grasp what to change. Game 1 was the normal Imperial gameplay consisted of: Exveemon Swing > Play Stingmon > DNA Paildramon > Swing Twice > Evolve into Dragon Mode > Spit out Exvee and Sting > DNA the 2nd Paildramon > Swing Twice > Pass Turn. This leaves me with minimal security and ways to effectively clear the board or recover post the beatdown leading to a loss. Game 2 and 3 however went slightly differently in that my opponent didn’t see a second Paildramon early to DNA and passed into my turn with a Dragonmode, Stingmon and ExVeemon on board. This plays perfectly into a Rapidmon play, pushing a Patamon out of raising, then evoling into Rapid, reducing the level 4s to 0, and bringing the Dragonmode into a range to swing over. This board control buys enough time for the yellow hybrids to recover enough to escape a lethal range and chip through the mid game. To help my own consistency in recovering, my opponent would sometimes return a Jetsilphymon to my hand with the Megadeath option (through using it themselves or it resolving in security).
  2. Yellow Hybrids Mirror – (2-0) – The yellow hybrid mirror remains the same as when played in BT7. The safest strategy is build up enough board presence to win the game with an OTK, however in game 1 my hand presented me with a more aggressive line (more hybrids, less memory boosts and tamers), so I this line to push my opponent to low security early on. This is a large gamble as aggression into a yellow hybrids security leads to inevitable tamers being played for free, even more so when the mirrors run a large amount of the Dual tamer TK& Kari. This allowed my opponent to make large memory gains in their turn however due to opening a large amount of hybrids I can pressure them so my own security is in danger. This leads to a race to see who can continue drawing hybrids or rapids to answer the board. I manage to do this by evolving a hybrid on tamer, swinging into security, ending the turn with a new tamer. This gamble pays off for a win in game 1. Game 2 would be a closer game in which we neither player commits to the aggression gamble and both of us play passively. I built slowly into cards such as Ophanimon:FD and Susanoo to make the board harder to clear until I take the lead and bully his board and security slowly for the win.
  1. Yellow Hybrids Mirror – (1-1) – To open this match, the no mulligan rule really shone here and showed how poorly hybrids can perform without a memory fixer. My opponent starts his turn with a memory fixer, passing to me, of which my hand is only level 4 Digimon and up and no way to advance or gain advantage. My opponent snowballs this lead by memory choking my turns until I see my own memory fixer but when its too late for me to make a comeback. Game 2 I manage play the game on a even playing field from turn 1 and build advantage into an almost OTK using Susanoomon, however this takes a large amount of turns slower progressing in my favour. Ultimately leading to too little time for me to finish game 3 and resulting in a tie.
  2. Imperial – (2-1) – My final match of the day I get paired up into the 1 of 3 undefeated players left in the tournament, whom is playing Imperial. This match proceeds in the exact same way as my 3rd match into the deck earlier. Game 1 Imperial opens most of the evolution lines and multiple Paildramon to snowball my security into an unrecoverable deficit, leading to a game 1 loss. However, history repeats itself in my favour and the 2nd and 3rd games unfold like my 3rd match in which my opponent saw less Paildramon and would pass turn to me in the exact same way, evolving into Dragonmode and playing Exveemon and Stingmon from sources. I follow this with optimal clears with Rapidmon. Once again leaving me with enough time to recover and chip while my opponent tries to rebuild their board. My opponent even remarked that he knew once he played the Dragonmode, that it was probably the wrong play. For the final game the chip damage adds up throughout the game comes down to dicey moment in which I have just enough memory to swing with every card on left board and raising and no memory to spare if a Hammer Spark, Ice Wall or board removal will cost me the game. Luckily none of these reveal themselves in security and evolving on a tamer with hybrid closes the game. In doing so ending the tournament 1 round early as the other two undefeated players conclude their match finalising a winner and I having sadly stopped the Imperial players undefeated streak.

Conclusion

In closing, I’m proud of how the deck performed and how I played most matches. The deck is great at adapting for the meta or personal preference. I would not take anything I’ve stated as gospel as the English Digimon community will always innovate even knowing the Japanese meta ahead of time and I hope to do the same. Thanks to my locals and friends for being competitive and reliable testers.

I play tamer. I play jet. You lose.

Cheers.

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