Level R: 11
4 Mushroomon – Great support which heals and racks DP. Used for many of the champion evo-bonuses.
4 Lalamon – Uniquely powerful support which may double high-damage attacks or Drain attacks for more defense. Has +30P and activates crucial evo-bonuses.
2 Palmon – Primarily used for a few evo-bonuses and as a backup +30P rack. Occasionally useful support when an opponent manages to get ahead.
1 Dokunemon Partner – This is our partner. The innate support can be used excellently with all the Drain in this deck as well as the Mega’s 1st Attack, plus it draws a card.
Level C: 12
3 Sunflowmon – Primary beater at this level. This deck mostly caters to diversity over consistency, so it’s important to note that this is used at 3 copies. It has incredible HP, nearly on par with Whamon. Its support has type-fixing and gives 1st Attack. Finally, Sunflowmon can give +30P rack, which is necessary.
2 Bladekuwagamon – The attachment is incredibly useful for stopping recursion decks (like this one). This also sports Jamming and +30P.
1 J-Mojyamon – One of a long line of evo-bonuses that draw cards. In this case, you get 1 from the top 3, which is very high quality; sometimes enough to stop you from wanting to mulligan. Its own support is incredibly useful since it doubles Cross, which is often Drain.
1 Vegiemon – Primarily in the deck for its attachment since the body isn’t amazing nor is the Shatter. This is a great combo with all of the first waves of Digimon support effects before you attach a Knowledge Crest and begin re-using them.
1 Igamon – The evo-box gets any Digimon in the trash, allowing for premature re-use. In addition, it sports some of the deck’s rare 1st Attack. Generally, this deck’s HP will be higher due to the heavy amount of healing, so the support should give Jamming and rack DP very often. This effectively increases the deck’s void count by one.
1 Togemon – Extra strong cross with drain that can be used to make the opponent think we’re threatening their circle by signalling a triangle-to-zero (we can, Blossomon’s support) but we can also force the triangle with Disrupt Ray. 270 Drain while taking no damage and losing no cards is a solid play. Use the +30P and the support to use a powerful Drain on any attack.
1 Dokugumon – A very useful body for the active zone with power of Dragons, HP of some Marines, a deadly-attack protective cross ability, and an immense amount of disruption effects. Corrupt 1 is strong enough, but the evo-bonus adds trashing and static to its arsenal of BS. Since its circle is so high, an opponent has to add another layer of prediction onto whether it prefers to hit hard or dial back to triangle with corrupt 1 then trash 2 (a high-quality trash). If you do use the triangle, they suddenly have to ask themselves if you’d prefer to take the static 2 on cross anyway, regardless of the circle-to-zero, which could change their attack selection away from the heavily damaging circle. As a support, it’s a slightly weaker Lucky Mushroom which helps with adding even more heal to the deck.
1 Kabuterimon – Very good body but is primarily used for the Any Phase snipe ability to get a surprise KO. This is also usable with Knowledge Crest since the timing will apply to Support as well, therefore it’s possible to deal 100 damage from the hand, regain it using some other method (such as Igamon evo-bonus), deal another 100, then support with it from Knowledge Crest for a total of 300 damage before the battle phase. The potential of Kabuterimon in a deck with a lot of re-use is pretty heavy. Plus it has a big stompy body like Dokugumon.
Level U: 7
3 Cherrymon – Generally used for its support to grab a Champion or Ultimate from the deck which is necessary for the moment. It has a rather weak body but packs some type-hate and Jamming, which should free up your supports to do things other than void—which its support can also do. Its evo-bonus will screw anyone trying a similar strategy to yours, by stopping attach; and it also fuels your hand machine with take 1 in DP before it’s discarded to evolution.
2 Blossomon – Support has good protection or some power gain, which can be especially useful for all of the Drain in the deck. Its own body is respectable but with an incredibly high 300 Drain. Coupled with much of the power boosting (especially doubling) effects in this deck, that Drain should be able to negate ultimate-level deadly attacks at times.
2 Atlaskabuterimon – Primarily used for the void, cheap evolution cost, and name for Herc’s evo-bonus. Can be a good ultimate in a pinch. Atlas’ void is one of the most powerful Digimon sourced voids in the game, acting like a Firewall that merely makes your attack weaker for a turn.
Evolution: 5
2 Plug-In A – Since this deck often uses evo-bonuses but not always, and each bonus tends to be draw-related, it makes sense to include a way to activate all of them or even double-activate some. This is especially useful with Cherrymon, Igamon or J-Mojyamon. The added bonus of discarding an opponent’s DP when combined with the speed of this deck makes the opponent trip hard and can stick them on Champion for several turns while you ascend to Mega quickly.
2 Masquerade – Try to save this for Herculeskabuterimon’s draw 2 if possible by changing a non-Atlas to Atlas. If you’re dry on DP and have Atlas in hand, change their name to Ookuwamon and DNA to Hercules. The trash 2 effect is a minor bonus this deck doesn’t use much.
1 Super Evolve – ACE Pick any ultimate from the deck for the current situation. Often used to get Blossomon in general. Atlaskabuterimon is worthwhile when you don’t have a Masquerade for Blossomon so it can activate Hercules’ evo-box. Cherrymon can be a useful option to jam each turn and stop attaches or when facing against Nightmare or Nature opponents.
Option: 11
3 Cherrymon’s Mist FIREWALL – Solid firewall that’s never bad. This gives the deck the maximum void-for-value and can protect from pesky cross abilities. Stay aware that it can be used for the end-turn of the game to guarantee a sure-KO.
1 Knowledge Crest – Used to re-support with all your existing Digimon that (hopefully) have already been used to their maximum potential, as well as catching the few that were used to rack DP. The power reduction acts as protection for that turn so you aren’t completely throwing the battle for a utility.
1 Moxie – This attachment should be placed early and often to make the most out of its evo-box granting powers. Especially devastating when combined with Plug-In A.
1 Mega Disk – Try to wait until either a Vending Machine is in hand or your active is Mega, so that Mega Disk has no cost. At that point, it can be re-used multiple times if properly set up.
1 Silver Ball – Nearly staple leveler of playing fields.
1 Behemoth – Behemoth is incredibly defensive when combining Shatter with Drain and the bonus power. Multiple Digimon in this deck can negate a whole attack from an ultimate-level base attack. With 1st Attack, it may be tough to get a KO due to the weaker bodies (until Mega) but still worth keeping as sleeper hit due to much of the power boosting effects that can be played in the turns before this. Especially useful with shatter for removing opposing Magic Word so your Digimon supports stop being voided.
1 Metal Parts – This is a devastating card. In a deck like this where the hand size is rarely below 4 before its played, Metal Parts should be giving quad or even quint damage in most cases. When combined with a lot of the healing, you should be free to play this on the opponent’s turn and draw 1. It’s possible to have 1200+ Drain with this card, allowing a one-shot of most Digimon and recovering so much health that it becomes daunting to attempt to KO. Given that this deck draws constantly, recovering that loss would be trivial.
1 Disrupt Ray – Very useful (if correctly predicted) for forcing the use of Cross to ensure the safety of your own Digimon, especially if combined with Drain or Jamming. This could effectively read “lose a turn” for opponents in some situations. At Mega level, it turns into a guard against opponents using Cross to stop Herc’s huge Circle or guarantees his 1st Attack final KO.
1 Vending Machine – This should be a given due to the mechanics of this deck. Vending Machine will recycle cards that hit the trash too early such as Knowledge Crest plus re-use killer cards like Mega Disk, Behemoth, Metal Parts, Firewalls, Super Evolve, and Digimon with key supports you don’t want to delete with the Crest. Try to avoid removing Moxie since it can come back on its own. Vending Machine has the double use of making your deck larger than the opponents for when Herc hits the active zone and needs his passive to be live.
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