[JP-BT17] Shane: How to Beat Yellow Vaccine BT17 version

We would like to introduce again, Shane is one of the best Digimon Players in South East Asia. He was 1 of the competitor that went to fight at the final in Japan Championship on March.

In this article, he will share with us about how to beat a Yellow Vaccine (BT17 version), this is a very strong deck in BT17 meta. Owning a Vaccine deck himself and conquers 7/7 Evo Cup with it, I think we will have some good info from this article.

Here is Shane Deck:

Yellow Vaccine

Hello! If you're reading this you've probably come to either love or hate Yellow Vaccine. As one of the abusers of the deck, I feel like as of late that its power level isn't as high as everyone deems it to be. Getting into the deck, Yellow Vaccine is a fast-paced, tempo machine that aims to get to Magnamon X as quickly as possible through the use of Awakening, Patamon and Messenger while also having good removal and control in the form of Rapid X and Ruin Mode.

I'd say this deck aims to spike early, while maintaining about 80% of power throughout the rest of the game. I'd say most complaints about the deck occur when it gets out the gates too quickly – ie: Turn 1 patamon, Turn 2 Magna X. In these kinds of games, without a good answer the game gets out of hand extremely quickly.

Common Situations against Yellow Vaccine So let's first talk about some easier scenarios. First Scenario:

1. Opponent Evolves to Patamon.

2. Raises out turn 2 and misses.

Ask yourself this, playing against the deck, what do you do next?

I've seen players give too much time for the Yellow Vaccine player in this situation, not abusing the fact that they need another turn to setup a digimon in raising. Abuse this window! It's one of the deck's weakest points and literally every other deck is given free leeway to do whatever they want.

Second Scenario:

1. Opponent evolves to Patamon.

2. Raises out turn 2 and hits a rapid.

3. Is not able to evolve to Magnamon X.

Now there's a threat on board, but you know that the Yellow Vaccine player is missing pieces. He'll most probably dig for cards for the remainder of the turn, and look to go into Magnamon X next turn AND possibly a Ruin Mode.

Now ask yourself. Do you lose next turn? In this situation, 90% of the time you will NOT lose next turn. The next question is, will you be raising out? If the answer is yes and you're worried about Ruin appearing, evolve to a 6000dp and above digimon in raising.

General Game Plans

Rule of thumb for playing against Yellow Vaccine is the quicker you get their life down the easier the game will be. Life = Resources for them, so it increases the odds that they miss Patamon's evolution effect assuming a T.K isn't set up. This is one of the reasons why NumeUkko is still considered by most to do well into the deck, besides being able to kill Magna X through immunity via Monzae X. Besides this, being able to set up blockers/destroying Magnamon X without a digimon prepared in their raising completely shuts down the deck, as they'd need at least 2 turns before they get another one out.

Natural Counters

The section you've all been waiting for! The best decks to go against Yellow Vaccine are listed below. Do note that I won't be going too in-depth on the specific builds as there are way too many variants floating around these days, but generally these decks do particularly well into Yellow Vaccine, especially if the player is only average and doesn't fully understand the deck.

1. DexDorugamon – Taunt and kill! Makes Magna lose immunity and attack. Self Explanatory.

2. AncientGaruru – Bypasses blocker and puts the Yellow Vaccine player on a timer. Also pushes for life early.

3. TyrantKabuterimon – Creates an insanely high wall which is hard for Yellow Vaccine to bypass. Even top Yellow Vaccine players will struggle in the matchup.

4. Omegamon – Very difficult for Yellow Vaccine to remove and is a tricky matchup to navigate.

5. Imperialdramon – Relies on the Yellow Vaccine player having Pillomon to answer the tamer and partition. Extremely difficult if the Imperial player opens better.

6. Miragegaogamon – Can't be blocked & is able to floodgate searches and otk.


That's all for this guide. Hope it's useful for those of you trying to beat this monstrosity which I may or may not take credit for creating. If you have any specific questions, please feel free to reach out to me on Twitter @itbshane, and I'll respond whenever I have a look at it.

[Ruling] Attacking Procedure (Judge: Samuel)

We’ve managed to cover two important updates to the game rules in the last 2 articles. Today we will look at the attacking procedure, which once again received a ruling update.

So basically the attacking procedure is the sequence you have to follow when you want to declare an attack with the Digimon. Here’s the (now outdated) flowchart which you can find in the current English Official Rules Manual on the official Digimon Card Game website:

Looks kinda intimidating, but don’t worry, I’m here to break it down for you. But before we start, some interesting trivia and a walk down memory lane: let’s look into the evolution of the attacking procedure from the start of the game.

Well game rules aren’t deep magic, but the reason why we’re looking back on the digivolution of the attacking procedure is because we occasionally get people who are still playing by the old rules. Yes, I’m not kidding, and they’d be arguing like Aslan over there, except that the game rules have changed and their knowledge is no longer relevant. So things can get really confusing, considering the fact that this is actually the fourth version of the attacking procedure. 4 versions of the rules is pretty crazy considering this game is barely 4 years old.

The Original Attacking Procedure

Anyway, the earliest version of the attacking procedure was simple. When you suspend your Digimon to declare an attack, you will trigger all your [When Attacking] effects and “When 1 of your Digimon attacks” effects, and also your opponent’s “When 1 of your opponent’s Digimon attacks” effects, which used to include <Blocker>. Due to Turn Player’s Priority, the turn player would activate their effects first, then after all pending effects have been resolved, the opponent would activate theirs. This, coupled with the old “effect queue” system (this deserves an article on its own, I’ve got it scheduled in the future so stay tuned) caused a lot of confusion, because you had <Blocker> Digimon that got de-digivolved by a [When Attacking] effect still being able to block because <Blocker> was already triggered. 

Similarly if a non-blocker was de-digivolved into a Digimon with <Blocker> by a [When Attacking] effect, it could not block because it appeared after the timing to trigger <Blocker>. Plus as the defending player, you could also choose to block first before activating your other “when 1 of your opponent’s Digimon attacks” effects, and you can also activate multiple instances of <Blocker> if you have more than 1 in the battle area – the final target will be the last Digimon to activate <Blocker>. But most of it changed somewhere around BT5 for the Japanese version (the English version applied that change a few months later), along with the revamp of how the effect queue works (again, to be discussed in the future).


Version 2.0: Introducing Reaction Timing

I’m not sure what the reason was, or maybe they did explain but I forgot, but Bandai came up with “reaction timing”. This timing was where “When 1 of your opponent’s Digimon attacks” effects trigger. Yes, you saw it right. Trigger. So the attacking sequence became:

  1. Suspend Digimon to declare attack, this timing will trigger all the turn players’ [When Attacking] effects and “When 1 of your Digimon attacks” effects.
  2. After all pending effects are resolved, you go into Reaction Timing, where the defending player’s “When 1 of your opponent’s Digimon attacks” effects trigger.
  3. After all pending effects have been resolved, move onto the battle/security check.

This meant that if a [When Attacking] effect results in a <Blocker> appearing, the defending player would be able to activate <Blocker> to block the attack, unlike the previous version, where the <Blocker> would have missed the timing. Although similar to the last version, you could still activate <Blocker> before your other “When 1 of your opponent’s Digimon attacks” effects, and you still can activate multiple blockers if you have more than 1 of them in the battle area.

Version 3.0: No more Reaction Timing

With the introduction of Ace Digimon, [Counter], and Blast Digivolving, the rules took another change. This time they split Reaction Timing into two timings: Counter Timing and Block Timing. With this change, <Blocker> no longer became an effect that triggered “when your opponent’s Digimon attacks”. Instead, the effect now says “this Digimon can block during Block Timing”.

In addition, you can no longer activate multiple blockers, because you would only be able to block with 1 Digimon during Block Timing. As for Counter Timing, it is similar to Reaction Timing, where “when 1 of your opponent’s Digimon attacks” effect triggers. However, after all those effects resolve, you activate 1 [Counter] effect. This is basically illustrated in the Attacking Flowchart I posted above.

Latest update: A mixture of the present and the past

Now that we’ve taken a walk down memory lane, let’s focus on the present.

With the latest ruling updates, they made a change to counter timing (source). Counter Timing is now known as “the timing when the non-turn player’s [Counter] effect is triggered. What about “When 1 of your opponent’s Digimon attacks” effects? It’s back to the OG attacking procedure – they will activate on the attack declaration. Meaning if a Digimon with “When 1 of your opponent’s Digimon attacks” appears as a result of 1 of the attacker’s [When Attacking] effects, it will not trigger as the trigger timing has passed and it “did not see the attack”. However, Digimon with <Blocker> that appears as a result of [When Attacking] effects can still block, because Block Timing and <Blocker> is still the same as the last version, hence as long as the Digimon with <Blocker> is present during block timing, it would be able to block.

Based on the latest version of the Comprehensive Rules, the attacking procedure goes through a sequence of 5 timings in the exact order they are listed in:

I’m sure most of you are pretty familiar with all of them except for #4. “Confirmation of Outcomes is actually a term I came up with myself to describe 成立の確認 , which (if we directly translate it) means “Confirmation of Establishment”. I noticed that the English Comprehensive Rules has a section called “Attack Success”, however since it is an outdated copy and I don’t have the same version in Japanese on hand, I can’t confirm “Attack Success” was used to describe 成立の確認 , so I took the liberty in coining my own term for it (plus it sounds less weird for a timing than “Attack Success”). Well anyway, this timing is when you confirm whether the attack on the Digimon/player was successful, and proceed with the battle/security check/win.

So to briefly summarize the whole attacking procedure, the sequence will be:

  1. Attack Declaration: Suspend Digimon to declare an attack on a target. This step will trigger all the attacking player’s [When Attacking] and “When 1 of your Digimon attacks” effects, and the defending player’s “When 1 of your opponent’s Digimon attacks” effects. Other than attack related effects, effects which are triggered by a Digimon suspending would also trigger at this step, hence having the same timing as [When Attacking] effects.
  2. Due to turn player priority, activate your triggered effects in a sequence that you like. If activating one of your own effects triggers a new effect, the newer effect will activate first before other pending effects, regardless of whether or not the effect is yours (further explanation here).
  3. After you finish resolving all your effects that triggered from the attack, it’s your opponent’s turn to activate their triggered effects.
  4. Counter Timing: When all pending effects from the attack declaration timing are resolved, you move onto counter timing, where your opponent activates 1 [Counter] effect.
  5. Block Timing: If the attacking Digimon is still here after the counter timing ends, you move to block timing, where you can declare a block with 1 of your Digimon with Blocker.
  6. Confirmation of Outcomes: After all pending effects have resolved, you will proceed with the battle or security check.
  7. End of Attack Timing: After the battle or security check and all pending effects caused by the battle or security effects are resolved, it will be the end of attack timing, where [End of Attack] effects trigger.
  8. The attack will end after all pending effects from the end of attack timing have been resolved.

It’s been a fun walk down memory lane, and I hope that this would clear things up for all of you. At the time of writing, the English Comprehensive Rules and the English Official Rule Manual has yet to be updated, so you might need to rely on the Japanese versions (Comprehensive Rules & Official Rule Manual) instead. Of course, it sucks if you don’t know Japanese, so let’s hope they translate it soon.

If you learn better by watching videos, here’s a short video I made on the subject:

[JP-BT17] Reyhan: Dark Master Zoo Deck won Evo Cup

Hello, i’m Reyhan or @Arrivederci_XA on twitter a jank deck enthusiast and because i have won evo cup recently with Dark Master (DM) i asked to write guide on it, so here it is.

PS: It’s my first time writing guide so im sorry if its hard to understand

So Here is the deck i use on evocup:

Click into the image for decklist in Digimon Card Meta

Deck Build

So quick Introduction on this deck, it uses mainly Dark Master Package from BT15. Dark Master Gameplay revolves around its level 5 recruiter (Gigadramon, LadyDevimon, Scorpiomon and Cherrymon) to search and set up the level 6 boss (Machinedramon, Piedmon, MetalSeadramon and Puppetmon) and control the board with said level 6 boss card and end the game with its ultimate boss card level 7 apocalymon to deck out your opponent.

Because of last restriction list, apocarymon goes to 1, so the gameplan for Dark Master must change, not decking out your opponent but now to total control your opponent board with various ACE digimon. Both Machinedramon and Piedmon can evolve into Omnimon Zwart to add more body into your board and control your opponent even more.


Common Dark Master Mechanic 

All of level 5 recruiter has the same effect that read

On Play –  Reveal the top 4 cards of your deck. Add 2 level 6 or higher cards among them to the hand. Return the rest to the bottom of the deck.

End of Your – Turn By deleting 1 of your Digimon, you may play 1 Digimon card with the [Dark Masters] trait from your hand to an empty space in your breeding area without paying the cost.

The search effect is not limited to dark master traits, so it can search any level 6 or higher including various ace monsters. Also for the end of turn effect it does not require to delete itself to get the effect, it can delete other digimon and stay on board for ACE pressure

Next is the level 6 boss, all have different removal effect but shares same gimmick

[Your Turn] This Digimon can only digivolve into white Digimon.

[End of Opponent's Turn] Delete this Digimon. Then, you may play 1 Digimon card with the [Dark Masters] trait, other than [This Digimon Name], from your hand without paying the cost.

Basically, the DM can only last for a turn before it is deleted itself and replaced with another DM with a different name, but by evolving black and purple DM to Omnimon Zwart this effect is no longer a problem.


Card Choices Breakdown:

Level 2

4* DemiMeramon BT15

Great egg to filter your hand and search for key pieces for your gameplan. Although on my decklist I run ukkomon package, I hardly ever use all of my digiegg, usually only 2 or 3 at max, so i opt to use one type egg to make sure I got the right egg.

Level 3

4* Phascomon

4* Ukkomon BT15

2* – 0* Ukkomon PR


This is mainly fodder digimon for Lvl 5 Recruiter effect, Phascomon has on deletion draw and discard to filter more card from hand, and Ukkomon BT 15 can provide more deck digging to missing combo piece, also good as going first move. Ukkomon PR is here to add more lvl 3 for consistency and memory.

Level 4


Level 5

4* Gigadramon BT15

1* – 3* Etemon EX6

2* Scorpiomon BT15

4* Lady Devimon BT15

2* Mephistomon BT17

First let's talk about the lvl 5 DM Recruiter, Gigadramon and Ladydevimon is black and purple digimon respectively, this is important because Omnimon Zwart can only play black and purple digimon so i run max copies of them, scorpiomon here is for Vikemon Ace Play and also it has blocker as inheritable, but Omnimon Zwart cannot play it so only 2 copies.

Next is 2 Mephistomon, a brand new BT17 support, it has effect when deleted by effect you can play a Dark Master from hand or trash for free, usually i call for MetalSeadramon or Puppetmon with this effect for quick removal and Imperialdramon Paladin Mode (IPM) ACE play. it also count as level 6 when revealed by recruiter making it easier to tutor.

The last is 1 Etemon EX6. This dude and Vikemon Ace is pure Magnamon X killer with its combo. Run 3 if your locals is full of Magnamon X. i’ll explain the combo on the section ahead.

Level 6

3* Machinedramon DM

1* Metal Seadramon DM

3* Vikemon Ace

1* Puppetmon DM

1* Grankuwagamon Ace

4* Piedmon DM

First, for the level 6 DM, both Machinedramon or Piedmon are used at high numbers (4 and 3) because Omnimon Zwart can only evolve from purple and black. I would like to run 4 machinedramon but there is no slot left for it. Then both MetalSeadramon and Puppetmon at 1, is the main target for mephistomon effect and said IPM Ace play. four of them are also main material for Apocalymon and UltimateChaosmon. 

Grankuwagamon ACE is here mainly for tamer control especially for Blue Hybrid and Imperial matchup, also it has purple color so it can blast evo from ladydevimon on board. Omnimon Zwart effect can play it and its also material for UltimateChaosmon. Overall, a pretty great card i wish i could run more.

Vikemon ACE is the best lvl 6 for surviving BT17 meta in my opinion. it kills Magna X, halt numemon, diaboro and other ukkomon based decks, dodging paildramon partitions (with de-evo). it evolved from black and blue, so synergy for gigadramon and scorpiomon and because it is black, omnimon zwart can play it and become one as UltimateChaosmon material. you can also blast evolve to Paladin Mode via this card/. Very important card to search from recruiter.

Level 7

1* Apocalymon

4* Omnimon Zwart

2* UltimateChaosmon

2* Imperialdramon Paladin Mode ACE

Omnimon Zwart is the Backbone of this deck, without it this deck cannot run, with its on digivolve effect, mill 3 then i can play various combinations of recruiter, level 5 and ace digimon to fit any situation. On top of that it also can remove one of opponent digimon. also mainly white source for this deck option.

UltimateChaosmon is a great midgame finisher, come out of nowhere and usually my opponent did not expect this card slapping them 4 checks and ending the game with the next attack. also serves as a great removal for numemon and armor matchup. can be played with any combination of black + purple/green lvl 6 which this deck run both for total 12 pieces. in emergency case, you can also access this card with cost 4 option.

Imperialdramon Paladin Mode ACE, new addition from BT17, can be accessed both by blast digivolving from level 6 blue or green in which there is 6 target on this card. its effect to strip sources and return all trash to the deck is very useful against black or purple deck but in this deck it has more utility, you can also return your own trash with lvl 7 white digimon (i run 7) to also gain +3 memory during your opponent turn. This is important to catch your opponent off guard, and finish your opponent by returning all of their sourceless digimon to their bottom deck to restand multiple time.

Apocalymon is Apocalymon

Tamer and Option

2* Mega Digimon Assembly

3* Analog Youth

Analog Youth is for more piece digging and some bonus if your digimon with source deleted. Honestly you could run this deck with no tamer at all. the option is for emergency chaosmon move if you need to jogress ASAP, also if checked in security it could salvage your one of apocalymon, neat.


There is no set combo to follow but i’ll give 2 example of the combo that achieve specific thing

A. Basic Combo

Req : You need 

  • black/purple DM on raising area, 
  • omnimon zwart and 1 DM on hand
  • black/purple recruiter, 1 Green/Blue DM and mephistomon on trash
  1. Put your DM from raising to battlefield

2. Digivolve DM to Zwart and play both Recruiter and mephistomon

3. At the end turn, Recruiter end of turn effect will proc and delete mephistomon

  1. Now your field is ready for lvl 6 digimon ace and lvl 7 Imperialdramon paladin mode ace. you also have follow-up play in your breeding area.

B. F Magnamon X Combo

Req : You need 

  • black/purple DM on raising area, 
  • omnimon zwart and 1 DM and Vikemon Ace on hand
  • preferably black recruiter but purple is also ok and Etemon
  1. Put your DM from raising to battlefield

2. Digivolve DM to Zwart and play both Recruiter and Etemon, both on play effect will proc. recruiter to dig and etemon targeting magnamon x giving it -3k and "[Start of Your Main Phase] This Digimon attacks."(although magnamon x is unaffected the effect is still lingering on it until the end of the opponent turn).

3. End your turn, delete your etemon with recruiter (if your recruiter black otherwise delete your recruiter), put DM on raising

4. Opponent turn, beginning of main phase, because the “unaffected” effect end on the end of our turn, their magnamon x must attack. blast evo to Vikemon, de-evolving 2 and because -3k still linger, if their digimon now has 3k power, they automatically deleted and ending the attack. if they put magna x again just repeat the process to remove it.

In Conclusion

The deck is strong, packed with various removal option and battle trick but honestly i think the strongest aspect of this deck is its flexibility, many times during a match my opponent doesn’t expect to be slapped by 4 check chaosmon or decked out by apocalymon or getting memory pulled by Imperialdramon Paladin Mode. It is still a set-up type deck so a faster deck can beat it if you are not careful. overall this deck has very good matchup against most of the deck in the meta but still have worst matchup with Gaogamon, Thank you for reading, see ya!

[Ruling] Simultaneous Triggering (Judge: Samuel)

Hello folks, it’s Judge Samuel again. Today we’ll be jumping into another topic related to the new rules – Rule Check and Simultaneous Triggering.

Initially I wanted to go through the basics first. However I realized there has been a lot of confusion with the new update (which ironically was made to reduce confusion among players), so let’s skip directly into the topic. But first, let’s look at what “simultaneous triggering” is.

Simultaneous triggering refers to multiple effects that trigger at the same time. For instance BT5 Omegamon here:

It has two [When Digivolving] effects. When you digivolve into Omegamon from a red or blue level 6 Digimon, it will trigger both effects at the same time. So what happens? Since both effects belong to you, you get to choose which to activate first. You can choose to declare an attack with <Blitz> first before unsuspending your Omegamon to prepare it for a second attack, or if it is suspended when it digivolved, you can choose to unsuspend it before declaring the attack with <Blitz>. Whichever you choose to activate first, the second effect will be in a state called “pending activation”, where it will activate when it can.

Simultaneous triggering can also happen from one single effect, for example BT3 Mastemon:

Mastemon’s [When Digivolving] effect does two things:

  1. Trash the top of both player’s security
  2. Play 1 purple or yellow level 4 or lower Digimon.

The first part if the effect can trigger effects such as BT16 Magnamon X-Antibody, BT4 Yagami Hikari (Kari Kamiya), and BT6 Dynasmon, which all trigger when a card is removed from security.

The second part will trigger [On Play] effects of the played Digimon (eg: BT4 Lucemon), and effects such as EX5 Rostrum (Biting Crush).

All those triggered effects would still be considered as simultaneous triggering, even if you trash the security cards first, then only play the level 4 Digimon. This is because they were all triggered by the same effect, hence being considered as having the same timing.

Now here comes the complex part: We mentioned earlier that you are able to choose the activation order of your effects which were triggered simultaneously. What if it involves other player’s effects?

Like our previous example using BT3 Mastemon: Your opponent has a EX5 Rostrum in their battle area, and you digivolve your Digimon into BT3 Mastemon. By playing a BT4 Lucemon with the [When Digivolving] effect of Mastemon, you trigger two effects:

  1. The [On Play] effect of your own Lucemon.
  2. The <Delay> effect of your opponent’s Rostrum.


Yes, the turn player will have priority to activate their effect first. If the turn player has multiple effects to resolve, they choose the activation order first, and after all their effects have been resolved, the non-turn player would choose the activation order of their effects and resolve all of them.

But just a reminder: turn player priority is ONLY for simultaneous triggering. It would not affect effects that are not triggered at the same time.

Here is a common scenario where players mistakenly apply turn player priority: Yours board – Gallantmon and Opponnent's board – MadLeomon

You have a BT12 Dukemon with a BT8 Gurimon in its digivolution cards while your opponent has a BT10-Madleomon. You attack with your Dukemon, and trigger its own [When Attacking] effect and the [When Attacking] effect from the inherited effect of Koromon.

So if you decide to activate Koromon first. You draw a card, and this triggers the [Opponent’s Turn] effect of Madleomon. In this case, your opponent would be able to trash cards from your hand from Madleomon’s effect before you can activate the other [When Attacking] effect to delete Madleomon. Some players actually disagree with this process, using “turn player priority” to justify that they should activate both of Dukemon’s [When Attacking] effects before Madleomon can trash cards from their hand. However, the rulebook mentioned that “if activating an effect causes new effects to trigger, they activate before other effects”. Since the inherited effect of Koromon triggered the [Opponent’s Turn] effect of Madleomon, by this rule, it would activate before the other [When Attacking] effect that is currently pending activation. “Turn player priority” will not apply, because Madleomon’s [Opponent’s Turn] effect did not trigger at the same time as the [When Attacking] effects.

So now that we’ve understood simultaneous triggering, how would the new update affect it? Just to make things clear:

The new update ONLY affects trigger timings related to being deleted by rule check. If it doesn’t involve a rule check (eg: Digimon being deleted due to having 0 DP after DP reduction), the new rules would NOT affect it. Outside of that situation, the rest actually stays the same.

Yes, gotta highlight that a bit. I’ve been receiving a lot of messages from players asking whether they are resolving effects as per the new rule updates, but most of these situations do not involve rule check and have no relation to the latest rule updates.

So what are the situations affected by the rule change?

One situation provided by Bandai involves BT8 Flame Hellscythe

As you can see from the image, it reduces the DP of your opponent’s Digimon by 6000, then plays a purple or yellow Digimon card.

So let’s say your opponent has an EX5 Liollmon in its digivolution cards, and you have a BT16 Lopmon (X-Antibody) in your trash. Liollmon’s inherited effect says “[On Deletion] 1 of your opponent's Digimon gets -2000 DP until the end of their turn.”, while Lopmon (X-Antibody) has an effect that says “[On Play] [When Digivolving] By trashing 1 card in your hand, 1 of your Digimon gets +3000 DP for the turn.”

This is what happens by the old rules:

  1. Use Flame Hellscythe, reduce the DP of your opponent’s Digimon by 6000, then play a Lopmon (X-Antibody) from your trash. This trigger’s Lopmon (X-Antibody)’s [On Play] effect.
  2. Rule check occurs, since the DP of your opponent’s Digimon is at 0, it gets deleted. This triggers the [On Deletion] inherited effect of Liollmon.
  3. The [On Deletion] inherited effect of Liollmon will activate first, as it was only triggered by the rule check which occurred AFTER the effect of Flame Hellscythe resolved. In this case, the opponent can choose to apply it on Lopmon (X-Antibody).
  4. Rule check occurs, Lopmon (X-Antibody) gets deleted because it has 0 DP, hence it can no longer activate its [On Play] effect.

The new rules now state that "Effects that are triggered during one process and effects that are triggered by a subsequent rule check are triggered simultaneously.”

That means by the new rules, Liollmon’s [On Deletion] inherited effect will have the same timing as Lopmon (X-Antibody)’s [On Play] effect, because the deletion occurred due to a DP reduction that was from the same effect that played Lopmon (X-Antibody). Here is how the new sequence will play out:

  1. Use Flame Hellscythe, reduce the DP of your opponent’s Digimon by 6000, then play a Lopmon (X-Antibody) from your trash. This trigger’s Lopmon (X-Antibody)’s [On Play] effect.
  2. Rule check occurs, since the DP of your opponent’s Digimon is at 0, it gets deleted. This triggers the [On Deletion] inherited effect of Liollmon.
  3. Since subsequent rule checks will be counted as the same timing as the effects that caused it, the effects from Lopmon (X-Antibody) and Liollmon would be considered to have triggered at the same time. So with turn player priority, Lopmon (X-Antibody)’s [On Play] effect would activate first, allowing you to trash a card from your hand to increase its DP by 3000.
  4. Liollmon’s inherited effect activates, applying -2000 onto Lopmon (X-Antibody). However since Lopmon (X-Antibody) has gotten its DP increased by 3000, it would not get deleted.

Well, I hope this article has helped address the confusion. Just remember, turn player priority only involves effects that trigger at the same time, and the only change in the rules with this update is the trigger timing of rule check deletion. Feel free to drop a comment below if you have further queries. Alternatively, check out this video that I made:

[JP-BT17] Ron: The Miraculous Ultimate Knight ascends the Tier!

Hello guys. I’m Ron Agbayani and I won some Evolution Cups before and the recent Alphamon Cup (using Loogamon Takemikazuchi) and Evolution Cup (using Omnimon ACE) in my entire DCG experience. I’m also known as Motagz DCG in X account and DCG PH admin so here I am to show my experience and knowledge with this “Hero Deck”!


In the BT17 set, Omnimon ACE was introduced. It seemed to have an inefficient way of playing as it requires a level 7 white ACE Digimon, which needs "Wargreymon" and "Metalgarurumon" for blast DNA evolution. However, after reviewing the support cards, this deck gave a strong sense of control, aggression, and power, but it requires great decision-making skills. Playing with this deck taught me a lot about planning, taking risks, and a new skill – the art of mind games.
In this Article I’ll give the gist and points to remember so that you can pilot the deck well.

Click into the image for decklist in Digimon Card Meta

Deck Build

The most consistent ratio so far in my experience:
15 Rookies of your choice
*3-4 Greymon SEC
6 Wargreymon
6 Metalgarurumon
*4-6 Omnimon ACE/Alter-S/Alter-B of your choice
4 Tai and Matt BT17
*3-4 Tai and Kari BT17
*2 Tai ST15 OR Matt BT15
3 Miraculous Ultimate Knight

Important Points:
* denotes flex points of the deck so you can insert Crimson Blaze and Bond of Courage ACE
– There are 4-5 flex points in this deck
– You can fit in Gabumon EX4 or Ukkomon Promo
– 4th copy of Greymon SEC if you feel that your locals play a lot of rookies (Numemon, Imperial, etc.)
– Omnimon ACE is a mandatory 4x. Alter S and Alter B also give me win but you can omit either.
– Tai and Kari BT17 give you free draw and tamer at the end of turn. It doesn’t matter sometimes if I don’t play tamer with it as long as I drew a card. The closer I get the correct pieces, the faster to win the game.
– Some people prefer to run Matt BT15. In my experience, Tai BT15 increases my chance to win since memory setter is king.
– Deck ratio is flexible according to your play style. Keep on testing!

Card Synergies to Remember

– Ukkomon, Agumon BT17, and Gabumon BT17 works with Matt BT15
– Ukkomon (after free hatching) and Greymon SEC (if deleted) works with Tai and Kari BT17 for +1 memory

– Greymon SEC allows you to gain names of your level 2 (Koromon) and level 3 (Agumon or Gabumon) in his evolution source. You can evolve it to Wargreymon SEC BT14 and Metalgarurumon SEC BT15 since the text of these cards has “ignoring evolution requirements” BUT the digimon must have the correct name, correct existing name of tamer, and a 10K+ DP digimon in your opponent’s area.

– Using Alter-B along with Wargreymon BT17 allows you to trash 2+1 security, catching your opponent off guard because they always expect only 1 security to be trashed. Sequence your [When attacking] effects: Wargreymon BT17, Metalgarurumon BT17, then Alter-B

– To ensure maximum security checks, you may evolve your Agumon BT17 into Wargreymon BT14 SEC with the assistance of Metalgarurumon BT17 before entering the "End of Turn" phase. Once completed, you can activate the EoT DNA digivolution to summon Omnimon ACE for another attack.

Gameplay of an “Unforgiving Deck”

  1. This is a DNA Digivolution deck a high risk and high reward level 7 ACE. You mess up once, hard to bounce back so stay focused and always move with purpose and steps ahead.
  2. Some games give you brick hand with just 1 searcher even after doing Mulligan. The best tip here is to play smart and sustain until you can establish tamers and rookies.
  3. Your priority is to draw cards and establish tamers to fully access your combos. It is alright to give up some securities but make sure you are also able to stall some of your opponent’s play. Crimson Blaze, BoC ACE¸Ice Wall etc. will be your be friend in this scenario
  4. You can risk to hard cast either Wargreymon BT17 or Metalgarurumon BT17 for deletion or stun effect. These units will also make your opponent to hesitate since you can do <Blast DNA evolution> with these. This is the part where you will learn how great you can bluff.
  5. I learned not to do flashy moves through this deck. Everything must be on point so that every resources and action will give optimal result. Remember that you are risking an Overflow (-5) and substantial memories that is also detrimental.

The Art of Mind Games: The Mental Stress to Endure

This deck can mentally stress you and an unsuspicious opponent in many ways.

  1. A standing level 6 digimon is a threat for <Blast DNA evolution> OR a bluff, thinking that you have Omnimon ACE but in reality you still have to search it
  2. Miraculous Ultimate Knight BT17 <Delay> effect is an Interruptive Effect (https://digimoncardgame.fandom.com/wiki/Interruptive_Effects) where it saves your digimon then do DNA evolution. Effective against Tier 1 decks with all kinds of removal. 
    • HOT TIP: Know who the turn player is because he has first priorities of effects. 
    • EXAMPLE: Your opponent’s turn and he played Leviamon EX5. He then targets your Wargreymon BT17 since it has the highest DP in your Area. You tried to save Wargreymon via Miraculuous Ultimate Knight <Delay> since it is an Interruptive effect, summoning your Omnimon ACE. The next thing that will happen is Leviamon EX5 will delete the digimon with lowest DP which is your Omnimon ACE because he is the only one left in your area. He gains 1 memory and gets Overflow (-5). Omnimon ACE’s effect can’t cut in since his [On Digivolution] is not interruptive hence opponent’s effect must completely resolve first – his turn, his priority.
    • Refer to Comprehensive Rules and Link above if you find it hard to know how Interruptive Effects work.

3. Knowing your effect priorities is also important and I will show you an example.

    • EXAMPLE #1 vs Imperialdramon: Your turn and you have Agumon BT17 and Miraculous Ultimate Knight <Delay> online. Your opponent has Imperialdramon: Dragon mode BT16 and assuming he has Imperialdramon: Fighter Mode ACE BT16. You played Metalgarurumon BT17 then evolved your Agumon to Wargreymon BT17. The opponent did not react so you proceed with End of Turn Phase. You decided to DNA evolve via Agumon’s ESS. After playing Omnimon ACE, your opponent opted to evolve his Imperialdramon: Dragon mode BT16 into Imperialdramon: Fighter Mode ACE BT16 hoping to get rid of Omnimon ACE. Since it’s your turn, your Omnimon ACE activates its effects first thus eliminating Imperialdramon: Fighter Mode ACE BT16. Imperialdramon: Fighter Mode ACE BT16 can’t cut in since his [On Digivolution] is not interruptive hence your effect must completely resolve first – your turn, your priority.
    • EXAMPLE #2 vs 7DL: Your turn and you have Agumon BT17 and Miraculous Ultimate Knight <Delay> online. Your opponent has Lucemon: Falldown Mode EX6. You decided to go all in and summoned Omnimon ACE then you target Lucemon: Falldown Mode EX6 to bottom deck. Since it has an interruptive effect that when he would leave the area, by returning 1 “Lucemon” in its evolution source or trash to bottom of the opponent’s deck, the opponent may play 1 7DL card from his trash. After his effect is done, you can still delete the digimon called by Lucemon: Falldown Mode EX6. Before it can activate its [On Play] effect while waiting in the pending effects, the digimon was deleted immediately by Omnimon ACE because it’s your turn and you have priority. Remember that  Lucemon: Falldown Mode EX6 cut in his effects while Omnimon ACE is still resolving his effects – bounce same level THEN delete 1 digimon.

4. You can deliver a game ending play with the card synergies I presented above and an unknowing opponent may be caught off guard.

Match-ups to Ponder

Never underestimate your opponent’s deck whether it feels like a rogue deck that seems to be brick, or NOT. Remember that you also have a deck that can sabotage you if not played well.

I chose decks to discuss that are usually seen in my locals. I give respect to all decks.

Please have an understanding of your opponent’s deck because in this part you will know what would be your next 2-5 steps – learn to anticipate and counter attack effectively.

  1. Imperialdramon
    • Delete his rookies and level 4s before it becomes Paildramon BT16
    • Setup your tamers and Miraculous Ultimate Knight ASAP
    • Use Metalgarurumon BT15 SEC to stall his Davis and Ken BT17 and Digimons until you can play out your Omnimon
  2. Magnamon X (Veemon and Vaccine Base)
    • Level 4 armors must be armor purged becase your goal is to keep him 2 steps away to become Magnamon X.
    • Metalgarurumon BT15 SEC and BT17 to avoid him to suspend/attack depriving his chance to remove a security and gain immunity.
    • A standing level 6 is already a threat for Magnamon X (without immunity) since you can bottom deck it using Omnimon ACE.
  3. SoC Dex
    • They don’t have answer to bottom decking a card so just make sure you have the pieces to counter attack anytime.
    • If there is chance to delete his digimon with tamer beneath, just do it. As a SoC player it’s also hard to fight back without the tamers.
  4. SoC Loogamon (Old and Takemikazuchi build)
    • It’s a race to setup your Miraculous Ultimate Knight and have all your pieces to Blast Evolve anytime
    • Same strategy with Dex is to delete a digimon with tamer beneath.
    • Crimson Blaze is a must to shut down this deck hence in my recent build I use 1-2 copies depending on the locals I will attend.
  5. Tyrantkabuterimon
    • This deck do not have 1 turn OTK so it’s fine to take some security checks but be cautious
    • Use Metalgarurumon BT15 SEC and BT17 to avoid him to suspend/attack preventing him to gain immunity to digimon effects during his next turn.
    • Eventually the opponent will play Grandkuwagamon ACE to delete your precious tamers but that moment is also your chance to counter attack by playing out Omnimon ACE
    • Tyrantkabuterimon relies on the DP of other digimon. 15,000 DP can’t be reached all the time but make sure he has exhausted some of his cards with DP pump effects.
  6. 7 Demon Lords
    • Beelzemon EX6 is his trump card so be careful when to strike with your Omnimon ACE
    • Wargreymon BT14 SEC is your MVP here since all 7DL is above 10,000 DP. Even his Lucemon is 10,000 DP so just raid it immediately.
    • You will have time to setup your tamers so just go ahead and organized your thoughts and plans.
  7. Red and Blue Hybrid
    • Use Metalgarurumon BT15 SEC and BT17 to his tamers to prevent it to suspend. Of course he won’t evolve it to hybrid if that happens.
    • Sometimes this deck runs out of resources so it might be best to deny him memories in all state of the game.


I would like to give thanks to my friends and LGS who actively make DCG interesting locally as they have evolved from Meta deck statistics-dependent to home-brewed builds or efficient rogue decks.

Hopefully this Article helped a lot of players who wants to play this deck. It takes a lot of game experience but I believe it’s worth it because it will make you mature in decision making in game, or maybe in real life? 😀

[Ruling] Overflow (Judge: Samuel)

Hey everyone! Welcome to the weekly rulings column by Judge Samuel. Well this is a long overdue project, but with the new rulings dropping today, I thought that it’s a great time to start.

Today we shall touch on one of the most misunderstood rulings in the game – Overflow.

Just a short introduction to this mechanic. Overflow was a mechanic introduced alongside Ace Digimon in ST15 Dragon of Courage and ST16 Wolf of Friendship. Despite being placed right on top of the inherited effect, it is not an effect, but rather a rule. Well why is it the most misunderstood ruling? A lot of people actually mistakenly think that you will lose memory via Overflow if the card leaves play/the battle area. Well, technically not wrong in most cases, but that is not always the case.

PSA: Overflow does NOT mention leaving play. Really? Yes, like seriously. Just take a look at the card description

There you go. It says “When this card would move from the battle area or under a card to another area, lose X memory”. No where on the card does it say “leave play” or “leave the battle area”. So how did this “leave the battle area” thing come about?

Basically what I found out while handling countless queries on Overflow is that players seem to be too focused on the “battle area” part. General assumptions among the misinformed players seem to be:

  • Lose memory when your Ace Digimon being deleted? Because it left the battle area.
  • Lose memory when your Ace Digimon gets removed from the digivolution cards of your Digimon? Because it left the battle area.
  • Don’t lose memory when Arresterdramon: Superior Mode tucks your Ace Digimon under another card? Because the card on top of it is in the battle area, so it’s not considered as leaving the battle area.

The last assumption is inaccurate though. That is not the reason why you don’t lose memory via Overflow. But that was what people used to justify Overflow not being applied in that scenario despite the rules saying that a Digimon being put under another card counts as “leaving the battle area’. All those assumptions seem all well and good until the Omegamon Ace Q&A came out.

You won't lose memory via Overflow if you use the [Start of Main Phase] effect of Yggdrasil_7D6 to put Omegamon Ace under it? A lot of players couldn't brain it. They insisted that Overflow should apply, because it moved from the battle area to the breeding area. Of course, a lot of judges and other players were pointing out that it actually went from the battle area to under a card, but a lot of players were just not convinced.

I guess that noise was pretty significant, because earlier this month, Bandai updated the description of Overflow to make it easier for players to understand (source: https://digimoncard.com/rule/revised/). Its new description is「エリアかカードの下から、それ以外の場所に送られる場合、メモリー-X」, which literally translates to ““From the area or under a card, if sent to another location, memory minus X”. No, it still doesn’t talk about “leaving play”, but instead of “battle area”, it mentions “area” instead. What is this “area”?

Well, this “area” is a newly defined space in the game. According to the Comprehensive Rules Ver. 2.0, it is actually the central location of the game where players place their cards. It consists of the “battle area” and the “breeding area”. This kinda reminds me of the time when players found out that putting Omegamon Ace under Yggdrasil would not cause Overflow, and some players tried to justify it by saying “the breeding area is also part of the battle area” (no it is not lol). Well, I guess Bandai decided to simplify it by giving you a space which includes both.

So what situations would cause you to lose memory via Overflow? From the description, we can deduce that you need to meet the following criteria:

  1. The Ace card must come from the battle area, breeding area, or under a card.
  2. The Ace card must be moved to a location which is NOT the battle area, breeding area, or under a card.

This would essentially mean that your Ace card can move between 3 locations (battle area, breeding area, under a card) freely without worrying about losing memory. But once it moves out of those 3 areas, Overflow will be applied.

Below are some situations which aren’t affected by Overflow:

  1. Using Kaiser Nail to remove your Ace Digimon from under another card. (Under cards → battle area)
  2. Putting your Omegamon Ace under Yggdrasil_7D6. (Battle area → under cards)
  3. Your opponent using Arresterdramon to place your Ace Digimon under your tamer. (Battle area → under cards)
  4. Moving your Ace Digimon out of the breeding area. (Breeding area → battle area).

What about your Ace Digimon being sent to the bottom of your deck? It should not apply since it literally is under cards right? I once brought up this question in my judge group while we were discussing about possible rulesharks, and they all thought I was trolling. But guess what, I actually did see that question come up in Facebook. So yea, it's a legit question. But sadly, no, it doesn't count as “under cards”, as the game rule states that “under cards” has to be under an opened card. Since your deck is private knowledge, your Ace Digimon being sent to the bottom of your deck would not count as moving from the battle area to under cards.

Overflow will also not apply if you move from security to trash, or between two locations outside of the battle area, breeding area, and under a card. But what if the security check reveals an Ace Digimon? Since the Ace Digimon will be trashed after the battle, would it be considered as sent to the trash from the battle area? Well thankfully no. By the game rules, cards that are revealed are considered to belong to the place where they were revealed from. So even if the Ace Digimon was revealed and battled, it would still be considered to belong to the security instead of the battle area.

Well hope this has been easy to understand. Feel free to hit me up if you have any questions. Alternatively, you can also watch the video I made in the link below:


[JP-BT17] Eosmon: The anti-meta Deck.


Hello Community, 

This is Mang Giga, your friendly giga. Straight from the wild meta of the Philippines. BT17: Secret Crisis is full of surprises and new builds in and they also did revive long forgotten decks. Specifically, EOSMON!!

Why is it relevant? Because we are doomed once again to the super-fast meta of Hybrids!! Yea, I’m looking at you the one who posted the Hybrid article earlier hahahaha. 

Basing from our side hobby of killing the joy of people who likes meta decks, here’s how we counter the meta 😊

Deck Build

Here’s how to cook your EOSMON! Here’s the Recipe:

5 Eggs
Couple of Morphomon
Bunch of Eosmon
Seven Menoa Belucci
8 other cards.

3rd Place Evo Cup

Eosmon in BT17 Environment

With the revival of the long forgotten hybrid decks, thanks to the guys from @DDDTcg for putting fuel to the fire. More and more people are going ungga bungga with Red and blue hybrids., these blinks and you lose type of games need to have guys like me who gatekeeps people who wants it the easy way.

But countering the top decks is not enough, you also need to consider what common decks are being played in your area. Decks like MagnamonX, Tyrant, Shine, Mirage, Doru-SOC, Looga and Omni-ace compete for top spots in the meta in our area. Frustratingly, the Unblockable shenanigans of the blue hybrids really strike a nerve on our player base here. So here I go as a hired meta-killer.  

Level3 Digimon: Pretty standard 7-8 rookies which has little wiggle room because your lvl4s need to evo from Morphomon. And your whole deck will depend on this to cheat-evo to your lvl5-6 due to their ESS: 

8 lvl4 Eosmon is a golden standard. Left one activates during “When Digivolving” to spam tamers, and ESS redirect attack(very important), Right one activates during “On Play” to spam tamers, and ESS to play tamers. Important timing is when to activate it, whether you need to force your opponent to play all their tamers, or just stick to the “When Attacking” to only fill your side of the board with tamers.

Total of 10 – 12 LVl5 EOSMON (depending on my mood)

Left one got On Play/ When Digivolving Dedigivolve shenanigans and Redirect ESS. 

Right one got the standard on attack, special summon Eosmon, and ESS of GO BIG OR GO HOME.


This is what makes this deck dangerous. Imagine encountering a kid, playing a toy truck, he throws it at you and it grows into BIG BAD OPTIMUS PRIME!!! And bumps you into kingdom come!!

BT17 gives all, I REPEAT, all EOSMONS +1000 for each tamer. Imagine having 2-3 of that in your board filled with tamers. EZ 30K DP adding the deletion effect of them makes it even more dangerous. 

4 BT17 Menoa, 3 BT6

The BT17 variant is so strong since it disables all “On Play” effects of your opponent, and gives a pseudo-Decoy for your Eosmons vs removal effects. It also allows you to discard and draw to to find what you need from your deck… if it still isn’t enough that you have BT6 Menoa Bellucci. 

Modern meta requires CUTTING EDGE solutions. This is your defensive move during security checks, paired with the BT17 lvl5 De-digivolve can blow your opponent’s Digimon back to being a rookie and also delete 1 other body . Kimeramon is also your attack extender, and you can also use this to delete those floodgate Pomumons and Pillowmon. Program Emergency halt can also give you 1 turn of protection, even though you can let your EOSMON army survive during Crimson Blaze via Menoa Decoy, this is still good to have. 

Here Comes the party poopers. The emperor keeps all the Ukkomon and rookies in check. Best thing? You play it for free since it is also a  white tamer. This is also your draw engine. Quartzmon is sooo damn effective in locking out the hybrid army. And with a ton of Eosmons and tamers, you can easily trash up to 4 security at once! And with memory to spare. Talking about digivolving for free.


This sequence lets you evo to lvl4 for 1 memory, play a lvl5 for 2, potentially play a tamer and De-digivolve, then free Evo your lvl4 into a lvl5 all for 3 memory. 

This opening hand play combo lets you play a tamer, then disables their tamer’s “On play” effect while getting a draw 2 and memory choke.

Playing the Morphomon promo lets you search, then inserting it as a source for BT6 Eosmon lets you play a tamer, then abuse the on attack effect to cheat evo into lvl6.

When this ESS is correctly setup on a LVL5, playing this Menoa Bellucci give you additional trash Eosmon to insert on BT6, to potentially delete a threat and get as much as Security Attack +3 on your attack.

Best defensive move. Hold at least one of the BT17 for a just in case security trigger off cutting edge. Takes care of 2 problem at the same time. 


One of the proud moments of this bad boy is getting a 3rd place finish in a recent Evo cup and a couple of tamer battle wins. Might have placed higher if not for the SOC-Doru matchup. 

Here’s the strategy via combined matchup data 

Win VS Looga: You win the battle by outpacing the board spam, decoy and redirect

Win vs Shine: just go turbo into Quartzmon and see them freeze

Win VS Omni-ACE: Let them play out all the tamers, then Menoa will disable all “On play” and unsuspends. Bait them into omni-ace and use decoy and De-digivolve

Win vs MagnamonX: just wait for the perfect timing to redirect and when Magna-x loses protection, that’s when you strike. Imperial Ace combo can also be prevented since the Eosmon he will bounce will be deleted instead, hence it will not be able to re-stand. 

Win VS Tyrant: what seems to be a bad matchup will be overturned due to the speed of board spam and HIGH DP of each Eosmon via the BT17 lvl6. Menoa also helps since the bottom-deck shenanigans can be “decoyed” to let your Eosmons LV6 survive. Redirect ESS also plays a crucial role on this matchup.

Win VS Hybrids: lock them up by early Digimon Emperor, play 2 if you need to. Most likely they won’t have early removal for your Eosmon, so abuse it.  Then setup your BT17 Menoa early so you can ensure that there will be 1-2 LVL5 or lower Eosmons to save your boss card. Menoa’s decoy plays a crucial role here, and Quartzmons always finds ways to finish the game. 

Lose VS SOC-Doru: it is very hard to get away from collision and De-digivolve. So for this, you need to be very careful and never raise from the hatchery without any plan. 

Final Thoughts

Always study your area’s meta and see what may be a deck which catches your opponents by surprise. This Eosmon deck has a lot to offer starting from board spam, attack redirection, decoy, deletion, de-digivolve, and gatekeeping. You need to time you key cards to maximise the effect’s efficiency since every card combos with a different component of your deck. You may misplay big-time if you don’t practice this enough. 

[JP-BT17] Robin: 1st Place Evo Cup with Red-Blue Hybrid


Hello DigiDestined! This is Robin from DigiDestined Doods (@DDDTcg), back with your meta spread for BT17: Secret Crisis. This is a critical set for players as they look to crack the meta to prepare for the upcoming Evolution Cups and Grand Asia Open. Without further a woof, let’s dive right in!

There are 2 variants of Blue Hybrid, one with a blue base and the other with a red base. The main difference is the access to options for red, with Nume Ukko running rampant in top tourneys, Crimson Blaze became a top choice for players to counter the match. Blue base can avoid the Digimon Emperor lock, unlike Red base which are hard stuck if they get memory choked.

Winning decklist Evo Cup April 20: Wargames

Deck Build

This is a recommended skeleton for anyone looking to start with Blue Hybrid. The Ukko package has provided consistency and constant pressure on the board, your goal is to bring your opponent down to their last security and complete your Tamer > Kendo > Lobo > Ancient combo to bounce the last security to hand and end the game. 2 Digimon Emperors is a necessary evil to counter the horde of Ukko that you are going to face. There are also situations where you can end your turn by playing down Digimon emperor with the effect from AncientGaruru and locking your opponent’s Ukko!

In the Blue base variant, there are more slots to consider depending on your playstyle. Players can opt for a more option-heavy build to level the playing field and punish opponent for blindly attacking. BT17 also introduces 2 Level 7 Aces, Imperialdramon: Paladin Ace and Shinegrey Buest mode Ace which can help to stabilize your board and set up your lethal.

Blue Hybrid in BT17 Environment

BT17 offers a diverse pool of decks, a joy for many players. With most tournaments changing to BO1 formats, consistency is key and we have seen decks like Nume Ukko, MagnamonX and Yellow Vaccine taking top spots. We are also seeing a resurgence of our favourite doggo, Fenerirloogamon, being able jogress to Takemikazuchi, it can potentially end the game by turn 3. TyrantKabuterimon remains a threat to many players with its annoying immunity and redirect. There are also new decks like Omegamon Ace, Eosmon, and Dexdorugora climbing the meta ladder, waiting for the right moment to shine.

Thankfully, Blue Hybrid can navigate these challenges with its Digimon/Security bounce mechanic and unblockable shenanigans. It also offers key option cards that can turn the tide in your favor.

Shoutouts to Polvito (@AldorTCG) for the weekly compilations!

Source: https://twitter.com/AldorTCG/status/1781155508780442081/photo/1 

Digitama Considerations:

Yokomon allows you to return your Ancientgaruru when you have thinned out your resources. You can also use this effect to bounce a security to your opponent hand if you have a Ancientgaruru in play. Pinamon is an alternative to Gigimon, as it does not need to pay 1 it can delete a Ukkomon on board.

Upamon… probably use Wanyamon as you can easily play a tamer with Strabimon ESS.

Level 3 Considerations:

Flamemon helps you to dig for hybrid and ancient protector options. Gotsumon could help you to deal with decks that plays a lot of digimon by effect (e.g Nume Ukko, Tyrantkabuterimon, Partition ESS) Gaosmon is a good answer to digivolution reduction cards such as training options, scramble options, hidden potential) and even in the mirror match where Lobomon is digivolving to AncientGarurumon!

Gomamon offers stickiness to your board and also provides unblockable attacks if left unchecked. BT7 Strabimon is a searcher and can play down tamer to maintain pressure. Memory gains are annoying to deal, Modoki could help solve the problem.

Level 4 Considerations

Digivolve Agunimon is to avoid Digimon Emperor lock. The rest of the blue hybrids just add to your level 4 counts, there are enough searchers and draw if you have a Ukkomon base or you could play more Bokomon.

LV5 Consideration:

Apart from the usual level 5 hybrids, I believe having access to Zudomon Ace might be the key to your early brick and tempo swing. Stripping source is one of the few overlooked mechanic in the current meta, and being able to discard key digivolution source could help improve your match ups. (e.g stripping NumeX ESS, Armor traits in MagnamonX or RapidmonX)  

Level 6 Considerations

Honestly, the only level 6 you want digivolve to is AncientGarurumon, and you probably have less than 3 level 5 to digivolve into. Other than that here are a few tech choices that I think are worth considering. 

LV7 Consideration:

Dexmon has a sweet spot in every deck as a flexible level 7 tech choice, and you can now digivolve your lobomon into AncientGauru! While for the rest of the level 7, they could offer you some match-up advantage. Trouble facing against a big body, Shinegreymon Burstmon Ace can offer you a huge DP minus, Gabubond Ace can stop a lethal by bouncing 2 targets and with the ability to attack twice, might be able to secure your game next turn. Paladin mode Ace can work miracles if you are up against Nume Ukko, Fenrirlooga or decks that rely heavily on trash materials. If Apocalypse was still in the meta, this would be the Apoc Killer.

Tamer Considerations:

Do note that all your hybrids can only digivolve on yellow tamer, but they would need to pay the full 3 cost. Hacker judge is a set to 3 tamer and you can mindlink him out at the end of turn when your kendomon digivolve to ancient to maintain a tamer on the board to continue your attack next turn. Purple matt can help you to pull back memory and allows you to digivolve from Lobomon to AncientGarurumon as you have a purple tamer in play!

Options Considerations:

For options choices, heaven’s judgement can help to clear the board easily with 3 to 5 colors and deal with Tyrantkabuterimon. As Ancientgaruru can only bounce the lowest level, your opponents will try to set up another body as a target to prevent that, as such supreme cannon and forbidden trident could come in handyl when dealing with a wide board.

Final Thoughts

This is no straightforward deck that you can master overnight, you would need to be familiar with the memory manipulation that the deck has to offer, and play carefully to your final game plan. The priority is to get your memory setter out early, after which start memory choking your opponent and time your crimson blaze when they go for a wide board. Early Digimon Emperor against Ukko-based decks can turn the tempo heavily in your favor, so mulligan wisely and always take your time to plan out your round.

Last but not least, have fun and drink Kopi! #unkerstogetherstrong

[JP-BT17] Marcus T: Won Evo Cup with Yellow Vaccine


The new Evolution Cup season began shortly after the release of BT17 Secret Crisis, which introduced a few formidable decks into the meta. However, I won an evolution cup with an old, but gold, deck – Yellow Vaccine. Even going into BT17, effects that protect your Digimon reign supreme, but it is no longer as oppressive as before. You will need to be more mindful of tough matchups and at times make more conservative plays to best your opponent.

Deck Build

Click into the Image for the decklist in digimonmeta.com

BT17 introduced more Ace Digimon and enabled more decks with these cards, hence it is prudent to play more copies of BT15-003 Nyaromon instead of BT14-003 Tokomon. If you suspect that your opponent might be able to counter or have strong removal option cards in security, always trash your security when attacking with your Magnamon X-antibody to ensure it is immune to blast digivolving effects.

The standard level 3 package comes with 4 x BT14-023 Patamon, BT16-082 Ukkomon and BT13-034 Kudamon. Ukkomon and Kudamon lets you search tamers and Digimon efficiently to get the cards you need, while Patamon lets you go into your level 6 in the same turn. BT9-033 Pillomon is excellent for stopping your opponent from getting advantage by flooding the board, but it is a situational play.

There isn’t much room for variation with your Level 4s. There are only 3 yellow vaccine Digimon with “Armor” in traits. Some might not play GoldVeedramon as it doesn’t let you go up to Rapidmon X-antibody, but it still is useful for clearing Ukkomons on the field, digivolving in your raising area, or as an extra target for your Patamon to digivolve to from security.

I prefer to play 6 level 5 Aces. Holyangemon Ace and Angewomon Ace are flexible and excellent cards to use in this deck. Not only do they provide an alternative pathway to digivolve into Magnamon X-antibody, it also allows you punish greedy plays, gain tempo and go up into your level 6s easily. Both can also be played at low cost if you have your tamers set up, but the overflow can sometimes ruin your game plan.

You have the most flexibility with your level 6s and 7s, and you can tailor it to your playstyle and expected matchups. I prefer to play 2 Rapid X-antibody, 4 Magnamon X-antibody, 1 Holydramon and 1 Cherubimon Ace. Cherubimon has more often than not been my Ace in the hole. It is a card not many opponents expect me to use or play, and it’s -dp effects last until the end of opponent’s turn, making it a great way to remove large bodies on the field or Magnamon X-antibody. I prefer to play 1 Shinegreymon: Ruin Mode to stall and shut down decks that rely on flooding the board.

Maxing out BT14-084 T.K is crucial setting up level 4 for your Patamons to digivolve to. BT1-087 T.K. is useful for taking out cards you need from security and the memory setter comes in useful if opponents have a Digimon Kaiser in play.

Option cards are also fairly flexible in terms of your ratios – none of them are so crucial that you need to play 4 of, but are also important enough such that should at least play 1 of.


Vs Magnamon X-antibody (blue)

One of the most challenging match ups you can face is a deck that is similar but more consistent than this build. They only require 2 cards to go up to Magnamon X-antibody so they will usually be able to bring him out early, unless you are lucky. On the flip side, their Magnamon X-antibody is usually quite vulnerable on their next turns as they don’t have a reliable way to reduce their security before attacking. They also don’t have many ways to remove your Magnamon X-antibody besides attacking with +dp boost. The Magnamon X-antibody that is brought out the next turn is generally in a better position to block and attack so it’s ok to make more conservative plays where necessary. You can also remove their Magnamon X-antibody in a few ways – 2 Angewomon, Angewomon + Holydramon or Cherubimon should be good enough for that.

Vs NumeUkko

NumeUkko relies on flooding the board and checking your security. Remove all the Ukkomons first then get rid of the Numemon/Monzaemons that do not have deletion effects. Play Pillomon to slow them down and protect your Magnamon X-antibody from their -dp effects. The best play against this matchup is to digivolve into Shinegreymon: Ruin Mode to lock them down for 2 turns. Use your Aces to ensure they don’t have many bodies on the field, and mostly importantly, do not let them start at 3 memory, as that enables a lot of set up.

Vs Blue Hybrid

Another deck that that may catch people off guard is BT17’s Blue Hybrid. Practice against this deck to understand how this deck works and what cards are needed to go into Ancientgarurumon. Protect your Aces by keeping a lower level Digimon on the field. Be prepared for Jetsilypymon too – they can also retrieve it from trash. A great way to stop blue hybrid from going up to AncientGarurumon and attacking is to put down a Shinegreymon:Ruin Mode. Also, keeping just a Magnamon X-antibody with immunity on opponent’s turn give blue hybrid players a hard time; they will not be able to bounce your security if no card was added to hand by effect. Keep track when BT7-087 Koji is on the field, Digimon with that tamer in source cannot be blocked.

Vs Dexdorugoramon

This deck relies on making you attack on your turn, allowing them to digivolve to prevent deletion. If you are not careful, you could lose your Magnamon X-antibody stack if you are not able to trash your security when attacking. Check your opponent’s trash often and consider whether other Digimon on the field will be safe if you attack. Keep your Digimon in your raising area until it is safe to bring out and use enough dp removal to get rid of their bigger stacks. They will not be able to prevent deletion and proc any when digivolving effects if you can get their dp to 0 even after digivolving.


The Yellow Vaccine deck continues to be formidable even in BT17. In this diverse meta, the key to consistent performance is to understand other difficult matchups work and how to play around it. The beautiful thing is about this deck is its comeback potential – there are many ways to play around a less-than-ideal hand and plenty of searchers that can set you back on track.

[EN-BT15] Dan Vang: 1st Place NA Core TCG Online Regional with Numemon.


Hello everyone, it's been a while since I’ve done one of these. Recently, I won the Core TCG Online Regional on April 6, 2024. I used Purple/Violet base Numemon for the event. Recently, many close friends and players have used Black base Numemon and enjoyed it. I started testing it after I saw how well the deck can perform: it has recursion, multiple draws, and DP reduction (which is difficult to have immunity in BT15 format)

Click into the image for deck-list in Digimonmeta.com


After Ryan won the Texas Regional with Purple/Violet base Numemon, I was motivated to use the deck. The Demimeramon eggs are able to trash any cards you don’t need in your hand (Venusmon, Zwart Defeat, or even a Monzaemon if you have extra).

Zwart Defeat came out of security a few times. Evolving over a PlatinumNumemon to Defeat to delete a Tamer is useful especially against decks that need the Memory Setter or a specific tamer such as Takuya or Analog Youth. Zwart Defeat existing on the board means that Leviamon will end up deleting it and then being deleted by Defeat.

Merciful Mode is useful for BT15 as many decks rely on their trash (Leviamon, Red Hybrid, Numemon, Mervamon, Deva). Also, it only costs 3 memory to evolve Merciful Mode over Zwart Defeat.

Matchups in CoreTCG

Round 1: Gabubond

I was able to rush before he could establish Bond. I believe every time he had a Matt, they did not have a BT6 Gabumon and vice versa. Do not underestimate the deck as Gabumon Bond of Friendship can bottom deck your key pieces (which means they won’t be in your trash to use for plays such as Numemon X or Monzaemon’s ‘On Play’ Effect).

Round 2: Gabubond

My opponent bonded early during Game 2; luckily it was an EX1 Gabumon and not the BT6 so I still had security left and bodies on board. Azulong Ace did help me in this match.

Round 3: Wargreymon

My opponent (and homie Brian) wasn’t able to stabilize since they couldn’t find a level 4. They had many boosts & trainings but without the level 4, I was able to push without fearing a level 6. Numemon’s biggest fear is a big blocker that could avoid the DP reduction.

Round 4: Terriermon/Bunny

Game 2 for both of us was awkward as I opened with no rookies or Numemon except for Geremon. Next turn, I evolved into Monzaemon X over it. Even though I could not use the ‘free play’ effect, I could still play bodies to achieve the DP reduction effect. Our turns were a repeat for a while: opponent plays Rapidmon, I play a new body to DP reduce it. Playing around the MegaGargomon Ace is important as it can stop you from unsuspending and digivolving; a well-timed Ace on Monzaemon means Numemon is in danger.

Round 5: Black Base Numemon

Another homie, shout outs to Ernie! This was a difficult match as Numemon mirrors can be challenging. I think the black base has an advantage as it can build a board and not hope the Digimon with the Demimeramon egg gets deleted. Purple/Violet base Numemon wants to get deleted to draw more cards. X Antibody Protoform helped in this match as you can continue getting your Numemon X or Monzaemon source back to hand.

Round 6: Yellow Vaccine

One of the more difficult games for the Numemon deck. At one point, my opponent was at 0 security. Three turns later, they were at 5 security again. I was extremely lucky the opponent decked out during game 1 (which took about 45 minutes). Game 2 ended in a draw as we were in overtime. Shoutout to the Bancho Boys.

Round 7: Beelzemon

Played against a phenomenal Beelzemon player; shout outs to Noel from Brick City. Game 1, their mills and searches were not as optimal. Two of their searches only yielded one target instead of multiple choices. Game 2 felt closer as they were able to mill faster, but were not able to achieve a count of 20 or higher.

There should have been a Round 8 for the tournament but the two remaining undefeated players tied. I was grateful as Round 8 would have me facing either Deva (Hung) or Terriermon (Steve). Both decks are challenging to the Numemon deck if you cannot find the Monzaemon X. I was lucky enough to dodge Red Hybrid, Leviamon, Deva and Security Control. Fun fact: I faced 2 out of the only 3 Gabubond players in the entire tournament.


Shoutouts to Gaia Force Gaming for always being the best support. Shoutouts to Chris, Mike, Nhan, Hector, Antics, Manny, Nick and everyone who helped me test ratios and the deck.

Shout outs to Ryan for winning Texas and making me a believer for the Purple/Violet base and to Matt Vang for winning last month’s Core TCG Regional!

Thanks to everyone for playing the Digimon Card Game and enjoying it. Also, please remember this: I love Digimon. 

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