The Green Bee Stings

The Green Bee Stings!

3 November 2020 | Deck Review | Rononrun

Overview

It has only hardly been a week since we got our hands on the new BT-03 cards, and hey look at the new tournament meta from the folks at DTCGreview – 11 winning deck entries from green! This almost doubled the previous week’s compilation proving green fast becoming a fan favorite in this new BT-03 meta. There has also been a lot of coverage in Japanese play-testing for green decks weeks before the BT-03 set launch, with a good variety of combinations and play-styles. On that launch weekend I’ve put together a green deck to test at a locally-hosted tournament and it has managed to do very well to earn first place!

Stingin' Green Deck

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Grow fast and start stinging!

The general strategy here is to digivolve fast into LV5 [BT3-027] Paildramon or [BT3-055] Dinobeemon, both has jamming. Ideally you should be at LV5 by your second turn (or first if you started second). Use both these LV5s to securely check your opponent’s security with <Jamming>. Always end your turn leaving as little memory as possible. 

DP buffs can likely be more important than memory gains

[BT3-004] Minomon and [BT2-043] Agumon grants a +1000 DP buff each, which is especially important for Dinobeemon and the green [BT3-111] Imperialdramon since they are your main digimon destroyers. [BT3-048] Gargomon will also guarantee to grant +1000 DP when you are attacking a suspended digimon.

[BT3-004] Argomon can very unconditionally grant memory (since we are digivolving fast into Dinobeemon and Paildramon) while [BT3-050] Stingmon encourages destroying digimons in battle. 

Imperialdramon duo

When there is a suspended digimon on the field or if you are able to play [BT1-110] Flower Cannon, attack a digimon using green Imperialdramon. You will very likely overpower your opponent with the inherited DP buffs. Destroying a digimon with this Imperialdramon will allow you to check a security (due to <Piercing> effect) in addition to unsuspending itself. If using the blue [BT3-031] Imperialdramon, be sure to complete security checks with all your fielded Dinobeemons and Paildramons before digivolving into blue Imperialdramon as all of them will be unsuspended, allowing for either safely or a second round of security checks.

Stability matters

This deck relies on a stable and consistent digivolution ladder to move quickly and efficiently, in addition to maintaining a healthy hand size. [BT1-067] Palmon and [BT2-044] Tyrannomon provides searching in case of unstable hand. 

Several copies of LV4 blocker [BT1-072] Woodmon not only prevents rookie rushes and the new BT3 Veemon/Exveemon combo, but also provides added protection to your suspended digimons. [BT3-054] Blossomon has <Digisorption-3> allowing for a quick digivolution into either [BT2-051] RustTyrannomon or [BT3-058] BanchoStingmon (while still being at your turn to attack) when the situation calls for it. 

Refrain from playing too many tamers and options

[BT1-089] Mimi is an essential tamer for this deck as she grants a stable and much-needed 3-memory at the begining of your turn, which is crucial to ensure that you are able to either digivolve into Dinobeemon/Paildramon/Imperialdramon/BanchoStingmon for a surprise attack, or grant you enough memory to flower cannon and pierce. In addition, she will greatly increase your speed as you will likely not need to hard-play LV3 digimons very often. As for option, flower cannon is as important in your hand as it is in your security stack, being able to halt security barrages.

Dealing with LV7 digimons

While at first glance this deck lacks removal options such as Terror Cluster, they are often not needed as green can control the board very effectively. Furthermore, with some inherited DP buffs, green Imperialdramon can overcome the LV7 Milleniummon quite easily. In those other rare occasions when you are not able to hit fast enough or control, BanchoStingmon and [BT2-049] Puppetmon can help overcome those situations. 

Legend-Arms: New Red Deck to Play With BT-03 Union Impact

Legend-Arms: New Way to play Red with BT-03 Union Impact

2 November 2020 | Deck Review | Rina

Overview

The BT-03 Union Impact just came at end of last month, provided more than 100 new cards for player to make a new deck. You can find out many new win-tournament decks if you browse our site deck list here (remember to check the deck with date from 31st Oct onward). I got my full attention on this totally new type, it is “Legend-Arms”. “Legend-Arms”, the new army that uses to build up to Ragnaloardmon, is currently very formidable and becomes hot topic to discuss its power within digimon players. I built a full-support Ragnaloardmon deck to play and managed to win consecutively 3-4 games. In this post, I talk about the Red legend-arms Ragnaloard that I have, I haven’t try with black yet.

Legend-Arms: Why it's so strong

Not like other deck engine, it’s quite easy to build a proper Ragnaloardmon evolution base. There are many cards to use in the deck, so the chance to get the correct digimon is very high. 

This is currently the hottest trio in digimon TCG world. [BT3-019]Ragnaloardmon is very cheap to digivolve compared to other LV7 digimon, but if you have another [BT3-016]Durandamon or [BT3-072]BryweLudramon to add-on for its evolution base, it gets +3 memory, so … free to play. When using these LV6 “Legend-Arms” together in digivolution source, Ragnaloard inherits both piercing and blocker, super powerful.

Note: Be careful if your opponent is playing the digimon with affect or option card that blocks your digimon gaining memory by its effect such as black [BT3-061] Chuumon or purple [BT3-077]Gazimon. If they are placing in the battle, the Ragnaloard cannot gain +3 memory even you add one more “Legend-Arms” LV6 into its evolution-base.

Why I said it is easy to build the digivolution up to Ragnaloard, here is it. The [BT3-008] Zubamon is a must to be added into your deck with maximum 4 cards. Playing this card to reveal top 5 cards in your deck to get 1 Ragnaloardmon and 1 other “Legend-Arms” digimon. There is 5 red cards with type “Legend-Arms” in BT-03 Union Impact (except for Ragnaloard), so I used all of them for my new red deck.

LV4 and LV5 digimon: more digimon to use

The main power of Ragnaloardmon is . If you read the deck engine “Ragnaloard Stockpile“, you know that using the correct digimon from LV4 to LV6, the Ragnaloard can check security up to 4 times. The LV4 digimon [ST1-07]Greymon (not “legend-arms” type, but have <SecurityAttack+1> without any condition) and [BT3-010]Zubaeagermon add <SecurityAttack+1> if this is a LV7 digimon, so put 4 cards for each digimon into the deck. For LV5, the only “Legend-Arms” type [BT3-013]Duramon also gives <SecurtyAttack+1> for LV7 digimon. 

For Ragnalord deck, it is a good strategy to use [BT1-085]Tai Mamiya Tamer. First, it helps to secure 3 memories beginning of your turn. Second, it can help to add 1 more security check for this digimon if it builds up with 4 or more digivolution source. If you don’t want to use or don’t have this Tamer, you can use the option card [BT3-106]Beast Cyclone (3 costs) to add <security check+1> for your blocker or reboot digimon.

Dealing with opponent powerful Digimon

Normally player will try to build the digivolution in the raising area. Once it digivolves to LV7, it is moved to battle. But we always need to consider if the opponent have some powerful digimon, then [ST1-16] Gaia Force is a must for your deck. I put 4 cards of Gaia Force in my deck, and it really helps 

Consider Hard-Play from LV6

When I play this deck, sometime the draw is not so good, then I tried hard-play from LV6 digimon, Durandamon and Bryweludramon (with only 10 cost) if I have both LV6 “Legend-Arms” and Ragnaloardmon in my hand. Hard-play from beginning of the game is always less risk, the opponent don’t have many cards to play, and they are also not sure if you have Ragnaloardmon to digivolve in next turn. It may not able to do <security check+5>, but with reboot, piecing and/or blocker, and <security check+1>, it can slowly destroy opponent security pile. Why don’t you try out? 

Deck Reference for Legend-Arms Ragnaloard

Deck is here.

Here is the game: Ragnaloard against Green Megagargomon:

A Hybrid With Weird Mix and Match

A Hybrid With Weird Mix and Match

30 October 2020 | Deck Review | Rina

Overview

When I look at this deck, I told myself “wow, this deck will make the game fun”. I think if you have all these cards, you can try it out. You can check out this deck here. By a quick look into the deck, you can say this player is hard-play type, yes he is. He is using up-to 18 cards for both option and Tamer cards, so leave out 32 digimons in his deck, 16 of them (which is LV5 and LV6 digimons) are using for hard-play. Let’s discuss how hard-play he does with his Hybrid (Purple, Blue and Red)

Purple main: focusing on <Draw+1>

Obviously he is using purple low DP digimon to get “destroyed” to gain <Draw+1>, since playing-hard style will need to draw more card in order to achieve the strategy. Same with Blue, the Purple give many digimon with <Draw+1>  when “destroyed”

If you take a detail look on this deck, it only has 8 digimons in LV3 which is is [BT2-069] Gabumon and [BT2-070] Tapirmon, and only 4 cards in LV4 which is [BT2-071] Wizardmon. All these low level digimons contribute the main effect or inheritable that <Draw+x> when “destroyed”. The intention is as clear as daylight.

Note: The BT-03 Union Impact gives a new digitama for purple that absolutely pursuit this strategy, it is [BT3-006] Demimeramon with his inheritable effect “When destroyed: Draw+1. Discard 1 card from your hand”. It may be a better option than the digitama [BT2-008] Yaamon that is using in this deck.

Getting heat-up with all preparation

The hard-play style will always summon digimon by playing directly, it takes much more cost than digivolve. But that is the strategy, each of them has their own role to achieve the success of the plan. All these cards has 4 of them in the deck, that is the reason why <Draw+1> is a must. The LV5 [BT2-077] Kimeramon, [BT2-018] Volcanicdramon and [BT2-030] Metalsedramon, they are all able to destroy opponent digimons directly once “played”. The Red [BT2-018] Volcanicdramon is popular for avoiding Rookie-Rush play in the game. Because you are giving opponent too much memories when you hard-play, so this card is very important for the deck.

Once the LV6 [BT2-030] Metalseadramon got summoned, next we can digivolve it to [BT1-084] Omnimon. By digivolving this digimon, it also destroys one of opponent’s digimon. Not only that, you can return the LV6 Metalseadramon back to your hand (when attacking), this digimon becomes active, his 15000DP makes him hard to be killed when checking security (except for some option cards that can destroy him)

Now talking about the scenario when the opponent sweep out many security cards, putting the [BT2-039] Magnadramon to back-up the loss seems a good idea, it recovers up to 2 security cards.

Dealing with opponent powerful Digimon

This deck is using 3 high cost option cards that able to destroy or return opponent digimon to their hand

[ST1-016] Gaia Force is the most popular option card to deal with any digimon directly, while [ST2-16] Ice Wolf Claw returns one of opponent digimon back to their hand (discard the digivolution source) and [BT2-110] Trump Sword to destroy one opponent active digimon

Note: The Black blocker digimon [BT3-075] Craniamon, once it is on battle, no option card or effect can destroy it and other blockers, even Gaia Force or Trump Sword.

The Troublemakers: A Rookie Rush Deck Review

The Troublemakers: A Rookie Rush Deck Review

29 October 2020 | Deck Review | Rina

Overview

Playing against Rookie Rush is like running a marathon, you will get shocked when your opponent is moving too fast, and if unprepared your game will end very quickly. A Rookie Rush deck uses a lot of low cost (LV3 and LV4) digimons to fill the board quickly and hit securities fast! They look weak alone, but together they hit hard!

Currently, most Rookie Rush decks play a blue as a base color (explained later) with green and sometimes purple mixed in. In this post I will share a competitive hybrid blue/purple/green Rookie Rush deck . You can check out this deck here.

Replenish your hand with <Draw+1>

Playing Rookie Rush requires playing LV3 digimons directly from your hand (without digivolving from your digitama). This will very quickly deplete your hand size (simply because you cannot replenish your hand by digivolving). The <Draw+1> effect becomes essential in this situation.

The digitama [BT1-003] Upamon grants <Draw+1> when you attack and your opponent has a digimon that does not have a digivolution source (a condition that is quite easily met). Meanwhile, the LV3 [BT1-029] Gabumon is a perfect candidate here, granting  <Draw+1> when played.

Getting more memory

Memory management is as important as <Draw+1>. Rookie Rush decks benefit from large amounts of memory fast, while limiting your opponent’s memory. The cheapest LV3 digimons such as [ST2-02] Gomamon costs 2 memory, while others should only cost 3. Having the winning-condition that relies on playing as many rookie digimons as possible per turn will require a large memory budget and efficient memory management.

The most convenient option is none other than [ST2-13] Vulcan’s Hammer. Hard play for +1 memory, and much better if its hit from your security pile (potentially game-saving situation), played at full 4 copies in your deck. Other digimons provide memory are [BT1-030] Gomamon and [BT1-035] Leomon, very effective since you will be hitting your opponent’s security stack with full kamikaze spirit!

Controlling the pace

Putting many rookies into battle is easy but sometimes it might be good idea to buff them up a notch. Protecting your pool of digimons (if they happen to survive a security check) for one more turn might be exactly what you need to win a game.

Blockers such as [ST2-07] Grizzlymon can be essential to protect your security against a similarly rush, or to protect a digimon you want to keep alive. For Rookie Rush, staying alive one more turn and having a healthy pool of digimons can often be what you need. Meanwhile, [BT1-032] Frigimon is guaranteed to survive a security check (as long as it is not a removal option). 

Another important card here for pace control is the green digimon [BT2-049] Puppetmon. Use him to suspend an opponent’s blocker or threat while you’ve built up a healthy pool of digimons ready to swarm the next turn.

Another very common card seen in Rookie Rush decks is none other than [BT2-077] Kimeramon. When played, he sacrifices one of your cheap rookie to destroy an opponent’s LV5 (or less), offering great board control. Meanwhile, [BT2-079] Venommyotismon offers a viable digivolution route for Kimeramon, or when you have simply too much memory during your turn. His high DP and effects offer stability during times when rookie rushing is hindered. Play [ST2-15] Wolf Claw to play Kimeramon’s effects again, and digivolve into another VenomMyotis if possible. 

Weakness

A natural weakness in Rookie Rush decks is the digimon [BT2-018] Volcanicdramon which, when played destroys all your digimons with 4000DP or less. This deck balances this several LV4 digimons at higher DPs, as well as VenomMyotismon. You would also do well to consider playing LV3 rookies that goes beyond 4000DP, such as [BT2-022] Betamon.

Purple Deck Review

Deck Review: Purple

10 October 2020 | Davin Shin

Overview

This deck mainly focuses on controlling the board state of both sides with good removal such as trump card and vengeance effect while swinging the momentum with [BT2-080] Piedmon in the later stage of the game with re-summoning effects.

Sample Deck

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Pagumon - Gabumon/Tapirmon - Devimon

This is the main line to help control out the board state. [BT2-077] Devimon‘s <Vangeance> effect is amazing in trading in higher DP Digimon or trading in a blocker when checking for security. This devil boy is an amazing add to the deck, its low evolution cost plus it <Vengeance> effect makes it a very hard card for a opponent to deal with. On top of that, when Devimon dies while attacking you trigger the 2 others inherit ability which are trash 1 from [BT2-007] Pagumon and <Draw+2> discard 1 from [BT2-069] Gabumon. This combo escalates your win con tremendously, Not only you clear a Digimon from the other side, you get to cycle through your deck and fill up your discards.

Impmon - Beelzemon

This small dude aint no shrimp. With a low DP of 1000 he is the lowest rookie Level Digimon in term of power however with [BT2-111] Beelzemons ability to hyperjump evolution he is worth a slot in this deck. When your discard has more than 10 cards Impmon becomes a threat as Beelza will have the Digivolve ability to remove an opponents Level 4 Digimon.

Kimeramon

A great addition to the deck as when played from hand, by destroying a Digimon of your own, you get to destroy a level 5 or below Digimon on the other side. [BT2-072] Kimeramon synergize amazing with rookies such as Impmon (trash 3 when destroyed) , Tapirmon (Draw 1) and any Digimon evolving from Gabumon.

Piedmon

Why does it always have to be clowns? Remember all the cards you been tossing in the early game? All the goth devil boys and blockers sitting in your discard? This is where they come back for round 2.
Slam this clown man on the board and get back 2 of your lvl 4 Digimon from your discard. Low on security? No worries get back 2 Vilemon while you check them with your Piedmon. Too many Digimon on the other side? No worries get back 2 Devimon and go kamikaze on them. Piedmon can be an amazing momentum swing when played on the right time. Its cost of playing might be high but paying 12 for 3 Digimon is worth it in my books, not to mention it has vengeance by itself

Milleniummon

A big boy to close out games if needed. Evolving into it removes a Digimon from the board plus he comes back to play if destroyed.

Tamer and Options

Ishida helps you get back those whoopies discard you made while filling up your discard, while Heat Viper and Trump Sword are you standard removals.

Sideboard Choices

[BT2-071] Wizardmon has great cycling effect. If you run too little rookies and you need to cycle through your deck, this is a great card to play on top of GarurumonIf you are being floated with very little memory then [BT2-081] MetalGarurumon is a great addition to have. Evolving it cost 3 and it has a on attack effect that helps you put pressure on the board. As for [BT2-018] Volcanicdramon, i hate rookie rush.

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