BT6 Deck Idea: Eosmon Deck Counting

Eosmon, introduced in the 2020 anime Last Evolution Kizuna, is a most peculiar engine. The LV5 [BT6-085] Eosmon can be played more than 4 copies in any deck, and the LV6 [BT6-086] Eosmon is capable of producing the tallest stack of digivolution cards we have ever seen. 

Peculiarity however, does not win a game: early videos from (1) and (2) shows the Eosmon engine either losing or pulling off a marginal win. Will Eosmon end up another flop, or is there a way to play this engine rather differently? Today, we explore something we'd like to call "deck counting".

At the time of writing, we believe that we already know of the entire Eosmon lineup: the LV3 [BT6-047] Morphmon, LV4 to LV6 Eosmons, their corresponding tamer [BT6-092] Menoa Bellucci, and an option card [BT6-110] Cutting Edge.

Deck Counting

The entire Eosmon engine is built to cycle through your deck with search:
– LV3 Morphmon searches 5 cards for Menoa and Eosmon.
– LV4 Eosmon plays Menoa for free.
– LV5 Eosmon to synergize with Menoa for the draw engine.
– Each tamer Menoa Bellucci searches 3 cards for a tamer or an Eosmon when you play an Eosmon.

It is relatively easy to drop 2-3 copies of Menoa and maybe 2 copies of Morphmon early/mid game, which would setup an engine which allows the player to reveal approximately 10 card from his/her deck per turn, searching for tamers and Eosmons, and returning everything else to the bottom of the deck. With a 40-card deck (5 card in security and 5 card starting hand), it would only take 4 turns for the first card that was returned to the bottom of the deck to resurface. We call this "deck counting".

With careful manipulation, it is possible to know every (important) card that resurfaces, in their exact order. This allows for a very unique gameplan! 

2 Phases

With deck counting in mind, it is possible to run this engine in 2 phases:
– Phase 1 (Early): Setup the Eosmon engine and attempt to control the board with Eosmons. 
– Phase 2 (Late): Play big and late-game cards very efficiently and diligently, thanks to deck-counting.

Phase 1: Eosmon Control

In the early game, setup your game by playing only the Eosmon-related engine. Hard play the LV4 Eosmon to play a Menoa for free, and run the LV5 Eosmon engine to grow your board size. 

Prioritize fielding all Menoa's as early as possible, followed by [BT5-093] Taichi & Yamato (especially an opponent's LV6 is expected the following turn). Menoa will get you to Phase 2 faster while stabilizing your hand size, and Taichi & Yamato fills your turn with more memory to have a better chance at controlling your opponent's board.

Use the LV6 Eosmon to remove threats, and possibly to field more tamers (if you have a hard time playing them fast enough). It is not important for the LV6 Eosmon to get a clean hit on your opponent's security (despite the high DP and large number of security attacks) as Phase 2 will also pretty much allow for that.

It is also important to keep track of how many cards have been drawn from your deck, and when the counter hits 40 then Phase 1 ends. The ending of Phase 1 means a few things:
– You would have drawn most of the Eosmons/tamers you'd need.
– Subsequent cards in the deck are in the exact order in which you have returned them.

Phase 2: Big Plays with Memorized Order

In Phase 2, we should have the (important) card orders in our deck memorized. This presents an opportunity to derive large returns from big plays!

Use [BT2-039] Magnadramon or any recovery cards to put a [BT5-112] Omegamon Zwart Defeat into the security, which is possible with their card positions memorized. Zwart Defeat has great value when played from security, and this is amplified by the multiple copies of Taichi & Yamato played during Phase 1.

If you prefer to play in green, you may be interested in using either [BT1-078] Jagamon or [BT5-089] Izumi & Mimi. Attack with your LV5 green Digimon to reveal 3 cards from your deck and digivolve into a LV6 green Digimon for 0 cost, which is pretty much guaranteed if you remember the positions of your LV6 green Digimons. 

[BT3-111] Imperialdramon may work wonders with [BT4-059] Lilamon when played in this way, since you have a guaranteed digivolution without paying the hefty 5 memory cost. Use LV2/LV3 green Digimons that has inheritable effects that increase DP when attacking, which will also synergize well with LV5 Eosmon back in Phase 1. 

Summary

This is currently an unproven deck idea, so please take it as a grain of salt. We will definitely be try this idea in coming weeks, and let you guys know if it's as potent as we think.

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

BT5 Detailed Deck Review – Yellow Lordknightmon

Invited Article | Author: Marcus T

Opening Notes

No one can claim to be a stranger to LordKnightmon and his army of warrior digimon. You have either played with or against this deck in the current BT-05 meta and judging from the high win-rate at local tournaments, it can be said to be the deck to beat. I attribute the success of this build to 2 main reasons – the ability to swarm the board with warrior digimon and yellow lvl 3s whilst reducing your opponent digimons’s DP, and the excellent consistency that this deck offers. 

Unlike other decks that rely on inheritable skills to pull off a game-changing combo (which requires the player to draw the right cards to place in your stack), the goal of this deck is simple; evolve up to Lordknightmon and attack to build up your board. 

One of the most devastating plays you can make with this deck (assuming you start the turn with LordKnightmon and 3 memory), is to attack with Lordknightmon, then play a Knightmon. By evolving up to Slashangemon and then to Chaosmon: Valdur Arm to reduce –27000DP on up to 4 targets (assuming LordKnightmon has a Pickmon in his stack and 3 digimon on the field) in a single turn which would completely decimate your opponent’s board.

My Yellow Lordknightmon deck with 2 consecutive tourney wins so far

Distributions and deck-building highlights

The featured deck comprise 14 LV3s, 11 LV4s, 9 LV5s, 7 LV6s, 3 LV7s, 4 T.K. tamers and 2 Spiral Masquerade option cards with the sole purpose of optimising consistency in your draws and plays. Level 3s should naturally form the bulk of your deck as you be able to play them without paying any cost when you activate LordKnightmon’s when attacking ability.

There are several staples that I recommend including 4 copies of – Starmon, Turuiemon, Wargrowlmon, Knightmon and Lordknightmon. 

Starmon reduces the DP 1 digimon by 1000 for each digimon you have on your board and makes it easy to control your opponent’s board by leaving threatening lvl 6 digimon like Omegashoutmon DX or Nidhoggmon vulnerable after they attack. Some situations call for Starmon to be played to eliminate an active lvl3 or blocker on your opponent’s board. Two Starmons played consecutively can be devastating if you already have a full board which can remove potential threats and secure your win. At 3 cost to play, Starmon has incredible value and you should, as much as possible, avoid evolving your lvl 2s into Starmon in the raising area.

Turuiemon is not unlike your classic vanilla ice-cream, plain but cheap and good. Not only is it cheap to evolve to, having 6000 DP means that Turuiemon is not vulnerable to Nidhoggmon, Omegamon Alter-S or OmegaShoutmon DX plays. 

Knightmon and Wargrowlmon both achieve the same outcome in reducing a digimon’s DP by 4000 but do it in different ways. Wargrowlmon’s digiburst skill is more predictable and reliable while Knightmon’s effect is harder to pull off but allows you to chain into devastating combos while giving you access to lvl 5s on the board for no cost. Both are integral pieces to this deck’s strategy of swarming the board while reducing your opponent’s DP.

Lordknightmon is undoubtedly the star of the show. Not only are you able to play any yellow lvl3 or warrior digimon on the field each time you attack, Lordknightmon grows stronger with each digimon on your board on both turns. That allows Lordknightmon to destroy any suspended digimon that 15000 DP and below if you play Knightmon when attacking. Protect LordKnightmon at all costs and only evolve LordKnightmon to Chaosmon: Valdur Arm if you have no other options.

Similar Yellow LordKnightmon decks do play the following cards that may work for you, depending on your playstyle:

Blinding Light/Yellow Memory Burst: Useful if you do not have access/cannot commit 4 cost for a memory tamer but need at least 3 memory to be able to make your plays. However, digimons that prevent the gain of memory other than from tamers will render these option cards useless.

Angewomon: A useful card to play with both offensive and defensive effects. However her utility is diminished as the “when digivolving” effect of reducing 2 security checks to a digimon can only be activated when digivolved outside of the raising area which her vulnerable to removal due to her low DP. The inheritable effect is also conditional and not efficient in my opinion.

Wargreymon: An aggressive and risky alternative to Slashangemon which often have trouble surviving security checks. If Wargreymon dies at the first security check, then you have effectively sacrificed one security to reduce 6000 DP which is a terrible trade-off.

Searchers such as Kotemon/Gladimon: Yellow requires good draw power to replenish your hand size deficit from playing lvl 3 and warrior digimon. Searchers help to bridge this gap by allowing you to add 1 or 2 digimon to your hand. This isn't the most effective way to draw/increase hand size for 2 reasons: Firstly, your chance of adding 1 card by playing Kotemon is 76.3% and your chance of drawing both a Lordknightmon and a warrior digimon is 18.5%, assuming you have 4 copies of Lordknightmon and 8 warrior digimon in your deck of 50 cards. While the numbers look promising, you can't actually guarantee drawing at least one card, and let's face it – you won't actually max out warrior digimon so your chances of adding cards to hand aren’t going to be as good. You also risk moving important cards such as blockers or Spiral Masquerade to the bottom of the deck. Secondly, you will never be able to add lvl3 digimon to your hand which often is more important than getting a Gladimon and Knightmon. 

This build instead generates draw power from 2 main sources – T.K Takeru and Pulsemon. I put 4 T.K tamers as T.K is a superior searcher and allows you to take any yellow card from security, getting you out of tricky bricky situations. When played, Pulsemon guarantees a draw if you have 3 or more security with the added bonus of also increasing your memory by 1 if your security is exactly at 3.

Lucemon: Lucemon is a popular lvl 3 digimon to draft into this deck. The player needs to weigh the risk of bricking against exploiting Lucemon’s security recovery effect. As this deck was built with consistency as a core focus, I decided to not take any chances and I prefer to only run regular lvl 3s which I can count on to evolve in the raising area.

Gameplay strategies and matchups against other decks

Unlike other builds, this is a reactive deck and errs on the side of caution, waiting for the opponent to make the first move and mistake. Your fundamental strategy would be to evolve up to a lvl 5 or lvl 6 in the raising area and only bring your stack out when you have a target to destroy or when you have a good play to make. You should always aim to evolve into a Wargrowlmon in your raising area; doing so puts you in a good position to dictate how the rest of the game unfolds. With a Wargrowlmon in the raising area waiting to come out, you pressure your opponent to decide if he can risk bringing his digimon out or make safer but less effective moves. A good strategy is to stall and bait your opponent by playing tamers, lvl 3 digimon and blockers. Tamers are especially important as all your plays are best made with at least 3 memory at the start of your turn.

Once you have a target on the field, you will need to decide if the target is an immediate threat that needs to be removed. If digimon is rested, you can take it out by evolving to Lordknightmon and attacking it. If the digimon is unsuspended, you may use Wargrowlmon’s digiburst effect to reduce 4000DP, then evolve to Slashangemon to take out a digimon with up to 12000DP, passing the turn if you have to. Slashangemon can also battle and destroy your opponent’s rested digimon with up to 15000DP when evolved in the same turn.

 

If your opponent doesn’t have a memory tamer, pass as little memory to your opponent as possible by playing lvl 3s, Spiral Masquerade or paying 1 memory to evolve into blockers. The fewer digimon and memory your opponent has to work with, the less likely your opponent can effectively respond to your attacks.

While this deck’s strategy is relatively straightforward, you still need to be mindful of challenging matchups. Beware of decks that push for a quick win by either dealing lots of security checks in 1 attack, or by rushing at your security with lots of rookies. Do not hesitate to play blockers, remove threats whenever you can and adopt a more aggressive playstyle to end them faster than they can end you. Green decks often play Nidhoggmon and Banchostingmon which leaves your Lordknightmon very susceptible to removal, so make sure you anticipate these plays and play multiple blockers or consider passing the turn without attacking.

 

One of the decks that yellow Lordknightmon struggles most against is the purple Lilithmon-loop build. The nature of this deck is slow and calculated, which gives your opponent enough time to draw, build up the trash and play tamers. This sets up the stage for the advent of Omegamon Zwart and once he appears, it is almost certain that you will lose no matter how close you were to winning. In such situations, your best hope is to build up your board and only start attacking your opponent’s security/digimon once you have enough digimon and blockers on the field.

 

Closing notes

This deck stands out in the BT-05 meta due to LordKnightmon’s high DP, excellent removal options and ability to swarm the board with lvl 3s, 4s and 5s. It is incredibly satisfying to pilot a consistent deck with so much destructive power but it is by no means simple – the synergy of the cards you choose to tech in and the timing of your plays factor in whether you can take home the win. Which leaves one question to be answered: Is Lordknightmon masculine or feminine?

 

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

BT5 Meta: Security Control

Introduction

Recently (after the release of starter decks for Dukemon and UlforceVeedramon) I've noticed more and more megazoo-like decks created and winning tournaments. 

The interesting thing with recent trend is the sheer number of option cards played in a 50-card deck. These decks are now commonly known as Security Control decks. 

https://twitter.com/DragoonHakata/status/1389177480418758657

FYI: If you cannot recognize the cards in the top-left corner due to glare, they are Omegamon Zwart Defeat.

This deck caught my eye at first glance. With almost half the deck being big option cards, I could sense the sheer pressure in my opponents, having their Digimons and board wiped clean so easily!

Security Control

With these expensive option cards, your opponent's Digimon will never be able to escape devastation: 4 copies of Gaia Force and 1 copy of Plasma Stake to deal with the biggest Digimons, and 4 copies of Transcendant Sword just because you cannot have 8 Gaia Force in your deck. This deck plays only 4 copies of Omegamon Zwart Defeat and no other Digimons with [Greymon] in their name, so the chances to maximize Transcendent Sword's damage (to 15000 DP) is not high.

Besides removing the biggest Digimons, this deck also runs cost-effective board control options for lower DP Digimons. 

[BT4-100] Trident Revolver deletes a Digimon 6000 DP or lower and then plays a tamer for free, which is very viable in such decks that typically run more than 6 tamers.

The new option card [ST7-12] Atomic Blaster costs only 5 to play, is easily one of the most flexible removals around: use it on a threatening LV5 Digimon, or on a few pesky rookies.

[BT5-105] Ultimate Flare is also very common in such decks, with many choosing to play between 2 to 4 copies. Not only are they the deck's best bet against a rookie rush, but also incredibly effective for crippling anti-deletion Digimons such as Craniamon, [BT4-091] Chaosmon Valdur Arm and [BT5-086] Omegamon.

Security Digimons

Security control decks typically run 2-4 copies of [ST8-06] Coredramon is for the much-needed draw power. He is a great Digimon to have in your security at any time!

Another staple in these decks is none other than [BT5-112] Omegamon Zwart Defeat: running maximum copies in hope that he ends up in your security. 

There are a couple of ways to "place" these cards into your security, in which we will get to very soon below.

Recovering your arsenal

The idea is simple: with the security being your best asset, maximize cards that can recover your security. 

[BT1-060] Magnaangemon provides unconditional recovery, making him a great early game or turn-1 play. Subsequently when you have exhausted some security, the LV6 [BT2-039] Magnadramon offers a larger <Recovery+2> effect. Use his [When Attacking] effect to put a [BT4-115] Lucemon for free and another recovery. 

If you have decent handsize and a surplus of Magnadramons in hand, you may consider digivolving your MagnaAngemon into Magnadramon for 3-cost, and then immediately using his [When Attacking] effect to drop a Lucemon to the field. While this diminishes the recovery value that Magnadramon provides, it is an efficient way to widen your board without damage to hand size (digivolving will cycle your hand anyways).

Sometimes, recovery-based options are also played in these decks. [BT1-107] Holy Wave is expensive hence usually intended to be activated from security, while [BT4-105] Tactical Retreat!! has the same security effect while costing significantly less! 

I will recommend using Tactical Retreat over Holy Wave. When played from hand, use Tactical Retreat on your Omegamon Zwart Defeat or Coredramon. 

Tamers

Tamer cards are great for security control, as they play from security and helps tremendously with slower setups in such decks. 

One of the most common choices would be [BT4-096] Izzy Izumi, for sorting the next 3 cards of your deck. This is a crucial play for deciding when and what to recover. However, do note that Izzy reveals the top 3 cards to your opponent as well, so they may very well know the contents of your recovered security (and may play accordingly to work around it). 

Another common choice for tamer is [BT5-093] Tai & Matt, which has excellent value in these decks since your opponent's board will almost always have a big Digimon given the large amounts of memory gifted to them in almost every single turn. Tai & Matt also buffs your Zwart Defeat, making a middle/late-game Zwart Defeat extremely potent! 

Hit for the win!!

This deck use Guildmon-Dukemon warp evolution to deal with opponent's security stack and last hit for the win. With large memory plays and security control, it is easy to lure the opponent into building a large stack which you can easily delete, filling up their trash rather quickly. The [BT2-020] Gallantmon can easily trash 1-2 of your opponent's security when attacking, and nets you a win if you opponent is unable to block your attack when he/she only has 1 or 2 securities left.

Digivolve Gigimon into Guilmon in the nursery, and do not be too hasty in moving him into the battlefield. This deck has a rather slow draw power, so you might not draw into your second Gallantmon even if youre lucky enough to have the first, so save it for that last hit!

Weaknesses: Playing against security control

Security control decks generate a lot of value from their security, so it's best to avoid hitting them too early.

Avoid proper digivolutions if possible, and avoid investing into a single stack of Digimon as it can easily be deleted by option cards such as Gaia Force. 

One of the most effective ways against security control decks is to build a wide board of hard-played Digimons or shallow digivolutions, at a variety of play-costs. This will make them less susceptible to single-deletion cards such as Gaia Force and cannot be board-wiped by Ultimate Flare. In addition, this also helps to slow down your play to match your opponent's tempo (and avoiding a deck out). 

Try not to lower your opponent's security beyond 4, to avoid a massive recovery using Magnadramon. Build a board wide enough to remove all his/her securities in a single turn. 

Conclusion

Security control decks are loads of fun to play, but also loathed by many due to its unconventional plays and potency. They do not have the clear weaknesses of a rookie rush deck, and do very well against one. 

These are no-doubt expensive decks, but you can always build around the cards you have (without the most expensive cards Zwart Defeat and Lucemon) without losing too much value.

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

Megazoo Deck Reference: ShoutMon DX

Overview

This is a deck that created by Digimon Card Meta, a deck reference for the post "A Delusional Strategy to win in 2 turns!!"

Cards and Number of Copies

x4
x4
x4
x3
x4

For Digitama, I will only use 4 copies of Demiveemon because we will use only 4 copies of Veemon as for LV3 digimon. Tamer Takumi Aiba gives draw power and to avoid opponent rushing by attacking using their LV3 digimon, so I will use 4 copies.

The Megazoo

x4
x4
x4
x3
x3

Other than those digimon I wrote in the post for this strategy, I would like to use the Omnimon from BT5 (3 copies) to take benefit of Shingeki (Blitz) to attack when it evolves. Since our strategy is to build more LV6 under its digivolution source, this Omnimon can take advantage of this build and stay longer in the battle.

Other combo for the deck

x3
x4
x3
x2
x3
x2

The LV3 Shoutmon is used to reveal cards and take to hand 1 digimon with [Shoutmon] in its name and 1 digimon with Blitz, this will help shorting the hands and deck. If we able to build the digivolution base for ShoutmonDX or ZekeGreymon that includes Shoutmon and OmniShoutmon, it adds 2000DP and SecurityAttack+1. We can do attacking security first then digivolve to LV7 BT5 Omnimon, unsuspend this Omnimon and do another attack (this is considered as another plan incase we cannot draw BT1 Omnimon at this turn). Up till this point, it already checked 4 securities.

The LV5 Vermilimon – 5 cost to play, to use in case we cannot draw low cost LV6, and 3 copies of Phoenixmon (10 cost to play and 2 cost to digivolve). I also use 2 copies of white Tamer Tai Kamiya&Matt Ishida to gain 2 memory when opponent has LV6 digimon or higher. Since we are giving opponent a alots of memory, there is high chance that they will move up to LV6 or LV7.

Final Point.

By the first look, you might think this deck dont prepare "defense" strategy. Actually, with the Takumi Aiba and Shoutmon DX, I really dont worry if opponent does rushing. Draw power are also supported by blue LV3 Veemon and Takumi Aiba, the LV3 Shoutmon gives more support to get "blitz" cards (ZekeGreymon, Shoutmon DX and BT5 Omnimon). We can get more memory from red option card Gravity Crush and white tamer Tai&Matt.

A Delusional Strategy to Win in 2 Turns. !!

A Megazoo deck strategy

This is a calculation I made to win the game in 2 turns, it is delusional … By the way, it can happen if you somehow achieve the perfect draw as strategy. Here is it.

Assume you go FIRST, for megazoo it is important to go first turn and I use blue digitama to give draw+1 when digimon with jamming attacking [BT3-002] Demiveemon. Here is your first draw.

For the first turn, I will hatch egg, digivolve LV3 Veemon, and draw the white tamer [BT5-091] Takumi Aiba. Then I hard-play Durandamon 10 cost, end my first turn.

In my second turn, assume opponent give me 2 memories. Here is what exact sequences to win the game in this 2rd turn.

After the first turn, I have 1 ZekeGreymon, 1 ShoutmonDX, 1 red option card Gravity Crush and 1 white Tamer Takumi Aiba in my hands. Starting of second turn, I draw 1 shoutmon-DX.

First, I will move Veemon from raising area to battle and declare attack (I don't mind if opponent block), then draw 1 due to digitama Demiveemon inheritable effect, let's say I draw 1 ZekeGreymon. (Now I have 2 ZekeGreymon, 2 Shoutmon-DX, 1 Gravity Crush, 1 Tamer Takumi Aiba)

Then I will play Takumi Aiba for 2 cost (my memory move to "0" now), I choose her because she will give draw 1 when I digivolve to any digimon by resting this tamer and I need to use white option card later. 

Next I will play 0 cost red option card Gravity Crush to borrow 2 memories, then digivolve the LV6 Durandamon to SHoutmon-DX for 2 cost (my memories again move to "0") and put ZekeGreymon on top of Shoutmon digivolution source and delete 1 of opponent's digimon with 5000DP or less, draw 1 red option card Gravity Crush. Rest Takumi Aiba, trigger draw 1, let's say I draw a white option card: [BT5-109] Fuse into the Ultimate Digimon!!

After this step, it is still in my turn and I have 1 ZekeGreymon, 1 Shoutmon-DX, 1 Gravity Crush and 1 white option card in my hands.

Now I will play the zero cost option card Gravity Crush to borrow 2 memories again, then digivolving the LV6 Shoutmon-DX into another LV6 Shoutmon DX with 2 cost, put a ZekeGreymon to its digivolution source again to delete 1 of opponent's digimon with 5000DP or less, then I will draw+1 for bonus, let assume I draw [Bt1-084] Omegamon (Omnimon). My memory now is at "0" again and in the battle area I have a LV6 Shoutmon DX and its evolution source contains 4 LV6 digimon.

Next step, I will play the white option card zero cost Fuse Into The Ultimate Digimon to reduce the next digivolve from LV6 to LV7 digimon cost by 6. Obviously I will digivolve the Shoutmon-DX into Omegamon and trigger it digivolving effect to destroy opponent blocker digimon or the digimon that able to involve in my turn. 

After digivolving into Omegamon, I can draw 1 (now I don't care which card I will draw anymore) and then declares attack.

There is 5 LV6 digimon in Omegamon (Omnimon) digivolution source for this build, so basically Omegamon can attack security 6 times with "Piercing". 

Summary

Yeah I know it is delusional to get such a perfect draw like that and there is also some constraints applied in order to win the game in 2rd turn.

  • Opponent don't destroy or return to hand/deck the Durandamon in their first turn by using option card.
  • We don't hit option card in opponent's security pile that able to return the card to hand or deck.
  • Opponent gives us 2 memories in our second turn.
By the way, this is a good strategy to build your new Megazoo deck with Shoutmon-DX and Omegamon, why don't you try out!!!

The Best First Draw for Megazoo Deck.

Overview

With the increment of digimon card from Booster Box, there is many more players build and play Megazoo in tournament. For now, the popular megazoo is for Chaosmon, Omegamon (Omnimon) and Ragnaloardmon. Megazoo is type of deck that easy to get stuck hand the most, it doesn't have draw power, so you can imagine what would happen if you are not able to draw LV3 digimon or the option card to give you more draw.

Most of the Megazoo deck would have at least these digimon  or option card in their deck, the other digimon will be depend on what LV7 they are playing.

All the Megazoo deck will use the maximum copies of Magnadramon and Puppetmon, it is a must. [Bt2-039] Magnadramon is to recover up-to 2 security when played and [BT2-049] Puppetmon will rest 1 opponent's digimon and all opponent's digimon cannot make active in opponent's next turn, this help to at least delay one more turn of security attacking. 

For the option card, if the deck is using LV2 blue digitama Demiveemon and LV3 jamming Veemon, then Wolf Claw (Kaiser Nail) will be use in their deck. Wolf Claw is in the best use to take out LV6 Puppetmon or Volcanicdramon from digivolution source to trigger their "when played" effect. If the Megazoo deck uses LV2 digitama and LV3 digimon in red color, then Gaia Force (Terra Force) will be included. In my opinion, Gaia Force is too expensive to use so red would not be in my preferable choice for Megazoo. Using blue will give more draw power from Demiveemon digitama because its LV3 is jamming digimon, and also can use [ST2-16] (7 costs) to return 1 of opponent's digimon to their deck.

First Draw for Megazoo

So what is perfect first draw for Megazoo? what is the Megazoo player want it the most to claim their victory with a first most wanted draw?

A first draw should have a LV3 digimon to get one more draw when digivolvin. For blue, it is obvious to use the combo "Veemon" for digitama and LV3 jamming for draw power. For red, I would recommend to use "when destroyed" LV3 digimon effect Byomon to gain 1 memory when destroy, or combo [BT2-001] Gigimon and [BT2-011] Vorvomon to have this digimon with 6000DP (meet condition that opponent has 5 or more cards in their trash), it equals to a normal LV4 blocker DP.

The first draw also should have the combo of Magnadramon and Puppetmon for safety as a ready-to-use for megazoo strategy and a less than 10 cost to play digimon (if you have to play first turn). The other combo of  2 cards to expect to draw early would be a LV7 Chaosmon digimon and Kaiser Nail for blue, or a LV6 Legend arms and Ragnaloard for red legendarm deck. For the Megazoo deck, it is safe to put more digimon with play cost 10 or less, else if opponent control the memory you won't have enough memory to play mega digimon and you have to pass the turn (give opponent 3 memories for nothing and wast 1 turn). There is not many useful 10 costs LV6 to play, so you can use the LV5 digimon [BT1-060] Magnaangemon to have <recovery+1> without the condition that you have 3 or less security. If you put LV6 with 13 cost or more to play, then you must include Tamer in the deck, else the chance to get stuck in the game is high.

Deck Review: An Over-Power Megazoo Deck.

Overview

Megazoo deck type is only started after BT03 Union Impact released, because there is more high level digimon introduced. It is kind of tiring to play against a Megazoo deck, they give you a lots of memory but if you don't have a good draw from beginning then you get stuck. 

As you can see, this deck uses 13 cards of LV7 digimon, 21 cards of LV6 digimon, no LV5 and LV4, 8 LV3 blue digimon and 8 option cards. The digitama is blue colors. Considering all the combos that are using in this deck, I think this deck is quite formidable. This deck is created by a Tamer in Japan named Kuroagi. You can find out by using searching keyword "megazoo" in our site deck-list.

Ragnaloardmon Combo

The trio powerful Legend-Arms is using in this deck to minimize the cost when digivolve from LV6 to Ragnaloardmon.

[BT3-019] Ragnaloardmon has SecurityAttack+1 and Reboot. To digivolve to him with zero cost, we can put a LV6 [BT3-016] Durandamon or [BT3-072] Bryweludramon under Ragnaloard evolution base. This is a good strategy for Megazoo. The LV6 Durandamon and Bryweludramon takes 10 costs to play and has 4 copies of each of them in the deck. They are contributing either Piercing or Blocker in their inheritable effect to give LV7 more power. If you cannot draw Ragnaloardmon, you can also digivolve these LV6 to LV7 Ommimon-Alter S or Milleniummon or Chaosmon.


Anti-Rookie Strategy

Rookie-Rush green/blue is no longer popular after BT04 Great Legend released, but there is some new types of rookie are introduced such as blue/red hybrid digimon type rookies, purple rookie, black d-brigade rookie. People still love to bring their Rookie deck to tournament to try out their luck, so why not got prepared for whatever it comes.

The [BT2-016] Volcanicdramon is quite useful for Megazoo deck. We can play him to destroy all opponent's digimon with 4000 or less DP, Attack Security in next turn, then digivolve to LV7 Omimon ALter-S, Chaosmon,  Millenniummon or Ragnaloardmon. The [BT3-112] Omnimon Alter-S can "de-digivolve 1" to all opponent's digimon and then destroy all opponent's digimon with 5000DP or less. This deck uses 4 copies of Omnimon Alter-S (expensive cards) to ensure this strategy. I always think the Omnimon Alter-S is very powerful to clean the opponent's board. The other LV7 digimon, Milleniumon and Chaosmon, create another disaster when they appear in the battle. The advantage of Millenium is, it can return 1 opponent's digimon to bottom of their deck, come back to life after get destroyed by removing its digivolution source, for Chaos – it can target unsuspended digimon, which is very useful to destroy a powerful digimon in opponent side.

Recovery Security Pile

Megazoo gives opponent more memories to play, they sure manage to attack security fast even you have blocker. That is why we need [BT2-039] Magnadramon, can recover up-to 2 security cards when it played. There is 4 copies is using in this deck. There is no LV7 digimon that is yellow color, so this card cannot move up to LV7, and no LV3 yellow digimon in the deck.. so it is only used here to recovery.

Blocker is a must

These are LV6 that is a blocker or contribute blocker in its inheritable effect. [BT3-075] Craniamon (13 costs to play) is a blocker shield that always appear in Megazoo deck. All type of option card such as Red Gaia Force or Purple Trump Sword becomes useless against him or his team's blocker. He also cannot be de-digivoled because there is no evolution base for him in Megazoo. So opponent has to return to bottom of the deck or return to hand or attack it when it is in rest state. The other blocker is  [BT2-066] Machinedramon, can "de-digivolve 2" to 2 of opponent's digimon.  Both Craniamon or Machinedramon can be digivolved to LV7 if the situation needed. Then here it comes… The option card [ST2-15] Wolf Claw is also very important to any megazoo deck. Play it with only 4 cost, you can play Craniamon, Machinedramon or Vocanicdramon for free from a LV7 digivolution source. 

More Draw Needed

In this deck, digitama and LV3 blue digimon is using to provide draw power. 

The combo digitama Demiveemon and Veemon (jamming) is to give "Draw+1> when attacking and Gabumon gives "Draw+1" when played. 

Summary

Overall, this deck has already prepared for many scenarios, it is quite balancing in distribution. I foreseen this deck may be weak against Ceresmon Green "Download" deck. We will try out the game and post the feature game for this post. Stay tune.

Feature Game

We used some proxies for the deck because we don't have enough card. In this 3 games, I play megazoo and my opponent play green bancho-nidhoggmon deck. I don't know if people arranged their deck before going tournament… but it is really hard for me to have a good draw with megazoo deck. I always feel stuck – LOlx. You can try out to feel it.

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