Before we get started, which do you guys like better? Deck Techs or Deck Profiles? Either way, today we are doing our first deck breakdown of the season. In 1.0 I built a mono blue aggro deck that looked to eliminate digi evolution cards underneath the opponent’s digimon and gain bonuses that way. I loved that deck. I still do. However, I said it needed an early jammer. Well, 1.5 heard me.
This is the card that got me started. Veemon was my favorite Digimon from the anime when I was younger. I wanted to build a strict Veemon deck featuring his linage.
I wanted to build around his whole line but ditched that idea when I saw another card.
The early Veemon build thought me something. Attacking twice and with jamming is super busted. It is one of the best things to be doing in early Digimon. However, I found too many of the cards I was playing either made you jump through hoops for the jamming or the second attack. I switched gears once I realized I had most of the cards I needed for the Imperialdramon Dragon Mode deck.
Let’s start with the eggs:
4x DemiVeemon (BT3-002) 1x Demiveemon (BT2-002)
Both of these eggs are pretty great for the deck. I run the 4x BT3-002 version because the jamming is more reliable than the unsuspend. However, card draw, while very powerful, is not what this deck is lacking. I could see running the BT2-002 version if you wanted the extra 1,000 DP. As a sidenote, about 80% or more of our LV4 and up Digimons have jamming, so the DP when attacking is a moot point. I could see it being beneficial if you wanted to go hyper offensive by first doing a security check, unsuspending, and then attacking their Digimon. I find that 9 times out of 10, I go for the security stack, so the 1,000 DP is really pointless to me.
LV 3 Digimons
3x Gabumon (BT1-029) 4x Veemon (BT3-021) 3x Elecmon (BT1-028) 3x Gomamon (ST2-02)
Veemon is probably the best 3 drop in the deck. The jamming lets us apply pressure early without losing our dude. It can be punishing against slow decks that cannot attack back into him the following turn. Gabumon is probably my second favorite as he draws a card on play. He allows you to set up another Digimon on an egg, play him in the arena and still get the card draw. I could see cutting him if you want sheer power over the drawing he provies. There are plenty of blue LV 3.s to play if starter deck cards are banned where you play in Gomamon’s case (they are not where I play, but I have read about that online.) Everybody loved Elecmon in 1.0 because of his 2 memory cost and 3,000 DP. He is a solid aggro creature.
LV 4 Digimons
3x Frigimon 2x Grizzlymon 4x ExVeemon 4x Ogremon
Frigimonmon is a solid creature with jamming. Grizzlymon does not have jamming nor is he aggro, but his ability to block on turns when we need to build our board or avoid dying has made me want to play more. ExVeemon is here with his synergy with Frigimon, Veemon and Ogremon. Unsuspending them can help give you real momentum. He can unsuspend a Veemon he digivolves onto, but he loses jamming that way. Ogremon is here to help make Davis Motomiya a real card advantage machine. Plus he has jamming.
LV 5 Digimons
4x Dinobeemon 4x Paildramon
These guys being Green Blue hybrids helps a lot. Dinobeemon provides jamming which can help in a pinch while Paildramon gives himself the ability to unsuspend with no troubles when he digivolves. Both are hits for Davis and both cleanly evolve into our 6 drops.
LV. 6 Digimons
4 Imperialdramon Dragon Mode Blue 2x Imperialdramon Dragon Mode Green 2x Puppetmon
Imperialdramon Blue is a great beast to have in this deck. He has jamming and when he digivolves, he unsuspenses all your other jamming Digimons which can let you just swing over for the win in some games. Imperialdramon Green lacks that same instant unsuspend mechanic but his piercing allows you to take out enemies and then unsuspend to check a security card. It requires more work, but can be used to play offense and defense to great effect. The 2 Puppetmons are kind of like utility. He can tap down a threat so they cannot swing in for the kill or he can suspend a Digimon we might want to attack. He can also tap down blockers who might get in our way.
LV 7 Digimons
1x Omnimon (BT1-084)
This Omnimon is here to mass kill Argomons (because its all Digimons that share a name!) and to kill other Omnimons. Our dudes can be small so to have a creature that can kill our opponent’s biggest threat is handy. If you don’t have Omnimon, I might just run another Puppetmon, Digimon with Jamming, a removal option, or a pump spell to help our piercers attacking into their Digimons.
Options and Tamers
3x Boring Storm 2x Cocytus Breath 2x Davis Motomiya
These are by far my 2 favorite options in blue. Cocytus Breath can be very effective against decks relying on establishing inheritable effects. Boring Storm helps draw out of slow starts and is a good top deck. Davis is great for getting out of memory locks by your opponent. He also has the added bonus of potentially drawing 2 cards! If you cut Davis, cut Ogremon. Ogremon can never be digivolved from your LV 3s thus he is not great for memory control.
So, that is my list. I’ve been cleaning house most of the day and fell behind on getting everything finished. I want to update this in a few days with what I consider are the decks biggest weaknesses, BT4 updates, budget options or money upgrades. It will probably be its own post. Either way, thanks for reading and have a great day everyone.