All posts by: Alice White

Digimon COTD: Sniper Disk

Sniper Disk—Evolution that lets you “snipe” cards right out of the opponent’s deck.

What’s good about it: You get to see your opponent’s entire deck and every card that remains. This can target an Ace! It can also target Firewalls. You can hit an opponent’s Partner or Level Us to stop their plans early. If you hate being “sacked” by lucky late game draws, this fixes that problem immediately. Opponent can’t simply mulligan-spam into their best cards. You still get +20DP (up to +40P) as long as don’t mind much weaker sniping.

What’s bad about it: You have to actually evolve by DP. Gaining the extra DP bonus means you’re not using this card to stay ahead, you’re using it for damage control. Opponents can actively/passively resist this card with simple Recycle abilities, many of which are abundant and incidental. Significantly less effective later in the game and/or after Partner/Ace/Firewall cards have been played. Need to have a legitimate evolution strategy independent of this card—it’s not [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/165-Digivice.png” name=”Digivice”] after all.

Tips: This one speaks for itself. Make sure you have a good evolution structure to your deck independently of Sniper Disk. The 40 DP is probably enough to always evolve (similar to Digivice), so you may be tempted to only use Sniper Disk. The problem is you will fall into a trap—Digivice lets you ignore DP, for use with the next evolution, DP-cost cards, and is effectively infinite DP. Sniper Disk would only work without additional racking when you’re willing to get a much weaker effect and/or willing to lose all your DP cards. One remedy for this problem is to use Super Tag first to protect your DP, then Sniper Disk to full effect. Always try to memorize the remaining cards in your opponent’s deck (you only get one shot). Snipe cards as mentioned above, which are Aces/Firewalls/Partners and other cards that may be problematic for you to deal with, or give the opponent fast or immediate upcoming advantage, especially if they do something reckless like spam mulligans. Try to use Evolution searchers to get this card when you need it, before all the good stuff gets played.

What are Firewalls in Digimon Battle Evolution

New firewall symbol

 

Old

A quick aside coming off the heels of today’s COTD: Death Evolution. It’s listed as a firewall. Firewall cards are Options that usually Void in some way. Cherrymon’s Mist was the original firewall and has been erratad as such. The card is so staple that every deck needed 3 copies to compete. Stuff like this can’t be nerfed or removed or it would negatively affect the health of the game, but we also don’t like the idea of hard staples being the first cards you put into a new deck. Maybe if this were a pool of cards instead…

Thus the Firewall keyword was born. It’s similar to how Ace cards work: You can have 3 of any firewalls in your deck, period. Essentially what this means is you can still run 3 Cherrymon’s Mist, but then you might miss out on other effects like the aforementioned Death Evolution. You could run 1 Mist and 2 Death Evolution. Or mix and match between the 3 new firewalls in Data Breakers and the original Mist in Base Release. Each one might fundamentally void effects, but all are pretty powerful (almost Ace-worthy, almost).

It will definitely be a priority for us to make more Firewall-keyworded cards, so that players have plenty of strategy, can express themselves through their cards, and you know…don’t show up to a cocktail party in the same dress!

Digimon COTD: Death Evolution

Death Evolution—A new firewall and stops Evolutions in their tracks, and maybe an Option.

What’s good about it: It has a very rare ability: the power to be played during the Evolution Phase and void an Evolve card. On top of that, it can also stop an Option card later in the Support Phase, if you choose. If your opponent has no way to play around it, this can be a hard one-two combo that floors them.

What’s bad about it: Overall, it’s less powerful than other firewalls such as “Cherrymon’s Mist”, and isn’t for every deck. You have to make the decision to Support with it during the Evolution Phase, which can give your opponent enough information to play around it. Since it can only void Options, this gives it a more limited scope and the opponent might have wanted to support with a Digimon (or not at all) anyway.

Tips: Those precious 3 Firewall slots have to be thought through carefully. What can you really use? What synergizes? What can you re-use? While it technically can be played around, let’s not underestimate the power to buy a turn by stopping an Ace from even being played. Also, if you have no Evolutions to void, you can always play this in the Support Phase regularly, which gives you flexibility. If you reveal to void an evolve, then discard it on purpose, there are ways you can re-use it later via recycle or similar.

Digimon COTD: Megidramon

Megidramon—Crazy, Passive-based, maniac Digimon.

What’s good about it: [card img=”https://www.v-mundi.com/wp-content/uploads/2017/08/044-Megalogrowlmon.png” name=”Megalogrowlmon”] provides via evo-bonus a huge recycle on par with [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/182-Vending-Machine.png” name=”Vending Machine”]. It has a very easy DNA, since half the requirements just have to be and Level U. The HP on this incarnation of terror is huge for its type. “Attach D”, while not incredibly ridiculous by itself compared to other Cross-abilities, is monumentally horrifying when paired with the passive “Attachment Slots +2” and “Unaffected by Shatter”, since this means you can set up 3 (non-Ace, non-Firewall) attachments from your deck in a row, with no ability to be stopped, all of which can form a complex combo. Megidramon can also change its type every turn to make best use of all the type-requiring attachment cards and evade “x3 VS” abilities the opponent may have. The cherry on top is how it slowly corrupts the opponent’s deck into oblivion over time.

What’s bad about it: Try actually setting up those 3 attachments with only its attack. I dare you. Any opponent with an ounce of fore-thought will see right through it and plan around it, possibly going for a one-hit KO with their Ace. Megidramon also has a more “balanced” spread of attack Power for its huge DP cost, so it doesn’t really stand out anywhere, including . This is a nearly pure-setup Mega and should be supported as such. Corrupting 1 every turn is very slow if you’re not also supporting with similar abilities. Changing your type away from Dragon usually makes you more vulnerable to “x3 VS” in general (opponents can play Digimon on their turn, you know) and turns off a lot of the best Dragon supports. In addition, an opponent with the rare Counter- (or “to-Zero”) is going to see your setup coming a mile away and make you eat dirt.

Tips: While it’s usually not advisable to build your supports/options around your Mega, Megidramon makes it necessary to at least coincidentally support it. Without backup, it’s just a whole lot of effort for very little payoff. If you can keep its health up, anticipate anti-Cross plays, outfox [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/074-Vademon.png” name=”Vademon”], [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/036-LovePatch.png” name=”Love Patch”] and [card img=”https://www.v-mundi.com/wp-content/uploads/2020/10/010-Ghostmon.png” name=”Ghostmon”] plays (you do have extra slots lying around for them to use), and keep your opponent dealing with this five-alarm-fire of a Digimon, it’s incredibly rewarding. Make sure that the support for it in your deck works just as well for your Level C and Us, unless you have a dedicated speed-evolve strategy like [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/163-Hyper-Digivolve.png” name=”Hyper Digivolve”]. See also Incubator COTD for more attach combos!

Explaining the new Ruler Cards

Ruler Digimon

What’s Ruler?

Digimon Battles (DMB) set Data Breakers brings with it a new category of Digimon—Ruler. Much like Jungle () or Nightmare (), it obeys the rules of evolution. However, there are many rules it does not obey and  -Digimon have a lot of special features you should know about, as well as design philosophies that you will notice as trends among their cards. Let’s get started with a list of what they can and can’t do: Full Article

Digimon COTD: Incubator

Incubator—An Evolution that attaches a card from your deck while evolving.

What’s good about it: Incubator lets you set up your newly-evolved Digimon for a much more fruitful lifespan right out of the box. It replaces itself after you use it, with the handy draw 1. Since you’re evolving by DP to use the effect, it also stacks with the effect of Super Tag. This is easily one of the best toolbox cards in the game due Evolutions being nearly unvoidable, and this ignores types. Extremely powerful combos that would normally be forbidden are allowed due to ignoring type, and it’s incredibly consistent since the attach comes from the deck. Unlike most Evolutions, you can use this with Level M and pair it up with a combo attach. If you have any attachments, including if the opponent does, you can trash them for help evolving.

What’s bad about it: Can’t attach Aces. Can’t ignore non-type requirements such as level. This card is an Evolution that gives you no discounts unless you or the opponent already has an attachment. Useless with [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/066-PurityMask.png” name=”Purity Mask”] or cards like it. You can’t use it on any Digimon that is not actually evolving right then, including abnormals. You won’t get the flash effect when attaching; the one you’d get if you support with the card to attach.

Tips: Be sure to take advantage of its opponent attachment killing, or use with negative attachments like [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/067-DarkEvolve.png” name=”Dark Evolve”] or Purity Mask. Pair this with the Mastery [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/004-ToyChest.png” name=”Toy Chest”] for maximum use of its limits and DP cost reduction. Using several different attachments can really help Incubator shine—any of the Crests and [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/064-Stardom.png” name=”Stardom”] are a good starting point. [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/099-SuperTag.png” name=”Super Tag”] with this lets you keep your DP with the attach. Remember, look for the words “Attach to…” for cards that don’t have a type. Not just anything can be attached, you know! [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/05-Moxie.png” name=”Moxie”] and [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/022-Love-Crest.png” name=”Love Crest”] pairs incredibly well due to the odd wording: “after playing a Future, attach…” which is before you actually evolve—therefore these cards will activate an evo-bonus which may assist with evolution (or double your evo-bonuses). With any “Slots +1″ effect, Incubator sets up attach combos very quickly that are normally impossible, especially if they require different types.

An example is [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/023-Gorgon.png” name=”Gorgon”] + [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/040-Flarelizamon.png” name=”Flarelizamon”] to get Cross +100, Circle Grudge, and 1st Attack which can allow you to have an incredibly powerful Grudge that gets both effects (due to you attacking first with double power, plus getting hit after and KO’d for huge revival). Another is using Incubator to attach [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/000-Clearagumon.png” name=”Clearagumon”], then Support to attach [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/068-MagicWord.png” name=”Magic Word”]. With this combo, every time both attacks are different, void opponent’s Digimon support, then Static 3. Going even further, combine Slots +1 with evo-bonuses that attach like [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/037-Orochimon.png” name=”Orochimon”] and [card img=”https://www.v-mundi.com/wp-content/uploads/2020/10/008-Chaosdukemon.png” name=”Chaosdukemon”] for instant-combos! A Level M combo that’s fairly solid is [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/096-Jijimon.png” name=”Jijimon”] + [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/017-Purity-Crest.png” name=”Purity Crest”]. When you don’t mulligan, you draw 2 (with no max hand size, and you may have already drawn 2 due to Prep Phase).

Digimon Errata (Sets BR-EX) Aug-2017

In preparation for set “Data Breakers” which is coming very soon, we have gone over the base set and first expansion yet again. Several cards had their evolution boxes expanded (in preparation), patter streamlined, effects rebalanced, bodies changed, and so much more. Don’t get too excited, it’s mostly just typo fixing and patter updates. For example, any Set EX cards had their “Look at the top X of own deck and put them on the top or bottom in any order” condensed into “Recode X’. Recode is a new keyword for the Data Breakers set, which does as advertised just there. If you need a list to figure out what needs updated in your deck, check the full errata list below:

Check the card gallery to see for yourself.

Errata List
Type listed is the primary printed type only, so you can find it in the Gallery more easily.
Full Article

Digimon COTD: Gold Treasure

Gold Treasure—An Option that helps get almost any Digimon in own deck.

What’s good about it: Gold Treasure can fetch you a Digimon for evolution; DNA materials; or you can be cheeky and use it to toolbox supports. The card you search just needs to be related to your active somehow, in the evolution “network”. For example: the same-type. A Digimon with your active’s name in its evo-box is also in-network.

What’s bad about it: This card is a utility card—it helps you for the next turn, not this one. It’s not completely unrestricted like [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/041-Mastertyrannomon.png” name=”Mastertyrannomon”] special evo-box bonus.

Tips: Gold Treasure can let you run a wider variety of Champions and Ultimates in your deck and toolbox them for support and evolution box effects. That’s especially useful for Nature type, since they have very powerful Digimon supports that are situational; so you can just pick whatever is right for the situation. It’s also really helpful for setting up DNA evolution for Ultimates and Megas. For most decks, this might as well say “Take 1 Digimon in own deck”, since the conditions only fail to cover abusable cases. This card has nearly endless use-cases for making combos. One especially useful way to shore up its slow speed weakness is to take a Digimon with an “Any Phase” speed, such as Redotamamon.

Digimon COTD: Chip D

Chip D—pure card manipulation.

What’s good about it: Chip D lets you choose between 3 very powerful effects, or get a second one for the price of 1 discard (the same as playing 2 Chip-D at the same time). Corrupt 5 is beyond the normal limit for wrecking your opponent’s ability to draw effectively. Static 5 gives complete control over decks that love to use their trash as a second resource, or which can recycle cards like its partner, Aces, Firewalls, and other select cards. The “trash any” effect snipes the best 2 cards in the opponent’s deck for that moment, including their partner. “Chip” named cards are supported by [card img=”https://www.v-mundi.com/wp-content/uploads/2017/08/007-Ace-Chip.png” name=”Ace Chip”].

Each of these effects can be combined in devastating ways: Trash any 2 cards, then static them so they’re effectively deleted straight from the deck. Corrupt 5 and then Static 5 to seal any possibilities not on the field already or in the opponent’s immediate hand. Trash any 2 and then corrupt 5 to remove the best possibilities from their deck and make their next mulligan garbage—effectively turning off the mulligan mechanic unless your opponent can take a huge risk (if good cards are in the top 5, it also means you eliminated more than 2 good cards). You can also use the “trash any” effect to reveal the entire contents of the opponent’s deck.

This chip is also a proxy card, so you can pair it with any partner support effect that adds another similar utility option (such as opponent discard), one with opposite-effects that benefit yourself (like recode, recycle, or draw), and arguably the best pairing—battle supports to make up for its lack of usability there. [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/183-Partner-Finder.png” name=”Partner Finder”] becomes an immensely horrifying combo in that case.

What’s bad about it: This card can’t help in the battle and tends to be used in “win-more” situations (meaning doesn’t help you when you’re behind). Without a discardable card, Chip D is far less effective for what you get. The deck sniping is virtually useless if the opponent’s best cards are already out of their deck. You can’t target their Ace or Firewalls for sniping, which are usually the targets you most desperately want to hit.

Tips: Chip D is the anti-mulligan card. Almost every time you get ahead in KOs (just after a KO), the opponent will mulligan for a partner. Sniping that partner and deleting it after (or sniping + corrupting 5) means that’s not possible, and any other mulligan may also be impossible. I would argue with the idea that Chip D is “win-more” in most situations where you appear ahead. Digimon Battle Evolution allows many comeback moments which can be devastating, but Chip D stops those. Sometimes you can lose a game because you have less KOs but a better position (such as higher level), then you KO the opponent and they mulligan for some killer card and win. This chip will stop such situations by cementing your superior current position, regardless of your KO count. Sealing the deck in more than one way and sealing the available trash gives you a lockdown on the available stuff for the opponent, which makes the game more manageable and come down to what’s in their hand. If you also have a void or two ready to go, the wake of Chip D is a completely sealed game where they must fight your Digimon without tricks. A well-placed [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/056-Net-Worm.png” name=”Net Worm”] before this card is even more horrifying, since it means most opponent’s hand will go to 0 and then never recover. This can be a heavy advantage-maker when paired with other Corrupt effects, ultimately filtering one or both decks into oblivion. Specifically, [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/070-Lucky-Banquet.png” name=”Lucky Banquet”] is a huge benefactor of Chip D, since you just need to know one of the cards on the top 3 of either deck. Ace Chip lets you make a Chip-based deck that uses this card heavily for extra Power regardless of effect chosen. With [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/029-Golemon.png” name=”Golemon”], the Corrupt 5 can add Trash 5 or Boost +500 Power. If you can Corrupt 5, Trash 5, and then Static 5, it’s immensely devastating.

Digimon COTD: Beam Gun

Beam Gun—Make your Power 0 to halve your opponent’s HP.

What’s good about it: Beam Gun can turn a lop-sided fight in your favor—giving you a virtual attack that is much higher in situations where you’re behind. It’s very helpful for Crash and Counter attacks since they already have 0 Power. This also has some pretty nasty combos overall. Beam Gun is even better if you can see the opponent wants to Counter, since you’ll dump your Power to 0 while still dealing some damage; so it doesn’t only work while behind.

What’s bad about it: Halving isn’t always going to be better than a normal attack, so this card requires specific timing and doesn’t usually work well when you’re already ahead. [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/067-ShiningMane.png” name=”Shining Mane”] is better in situations where halving + attacking would score.

Tips: Run Beam Gun with Crash Digimon, or high HP Digimon (which tend to have lower Power). Try to save Beam Gun for when your opponent gets up to Mega, since they can’t evolve to recover the HP this removes and can set you up for 2 KO points. Running other Beam-Gun-like effects such as [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/034-Gazimon.png” name=”Gazimon”] and Shining Mane, can really help iteratively bring down massive damage-sponges. Absolutely busted with [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/119-Knightmon.png” name=”Knightmon”]’s evobonus such that its Power can’t become 0. Speaking of Knightmon (and Stardom), it heals you +500 and opponent somewhat, but that’s cut in half if followed by Beam Gun.

This is also a weirdly excellent counter to Crash, since their HP is halved before they attack you. Beam Gun is like the evil mirror version of [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/175-Metal-Banana.png” name=”Metal Banana”], yet is an excellent counter to that bastard of a card—your power is already zero, their HP will now be quartered. This is also an incredibly punishing card if it resolves after [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/171-Mega-Disk.png” name=”Mega Disk”], since they’ll have trashed a huge amount for very little. Any “if HP is higher” effects by the opponent will almost certainly be shut off by a first-resolving Beam Gun. Beware of Chainsaw, since it hard-counters Beam Gun to the point of absurdity by making their HP 10 after. Play with [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/038-Gokumon.png” name=”Gokumon”] Activate, for a ridiculously easy KO by halving their HP then reducing it by their Cross.

Digimon COTD: Super Tag

Super Tag—an Evolution card that provides +10P and save all your other DP after you evolve.

What’s good about it: Super Tag puts itself into DP, so it doesn’t take your one rack for the turn. It’s one of the few Evolution cards that work when going to Level M. Saving your DP for later has obvious evolution benefits, as well as assisting some effects. You get to keep your DP if you later use an Evolution card that requires DP like [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/162-Warp-Digivolve.png” name=”Warp Digivolve”], since it doesn’t say “When evolving by DP,” just “When any of own DP would be trashed”.

What’s bad about it: This card does nothing for you if you don’t have other cards in DP (and progressively better the more you have)—”+10P” is helpful but gets you nowhere on its own. Since it has to be deleted, you have to plan carefully around the precious few times you can use it.

Tips: This card is amazing for decks that want to evolve quickly and keep evolving consistently. If you can usually make one evolution quickly but not two, Super Tag gives you the second. It also helps card effects like [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/090-Rusttyrannomon.png” name=”Rusttyrannomon”], [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/090-Devidramon.png” name=”Devidramon”] and [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/142-Weregarurumon.png” name=”Weregarurumon”] become really powerful—since they each rely on how much DP you have to power their various effects. It can also save [card img=”https://www.v-mundi.com/wp-content/uploads/2017/08/030-Kyuubimon.png” name=”Kyubimon”] support users a lot of trouble by allowing for evolution and still protecting the support effects you put in DP. [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/009-MetalArmor.png” name=”Metal Armor”] + Super Tag is a devastating combo that allows doubling, tripling (or more) own power and instead of trashing all that DP, you just delete the Super Tag, then evolve later anyway—consequently, this makes Metal Armors chainable: you can play one, delete the super tag (replace the tag with the top digimon of deck to maintain size via metal armor’s other effect), then play another metal armor. It protects [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/064-Togemon.png” name=”Togemon”]’s DP superiority check, so you can have Drain more often. Super Tag also protects any other card in your DP from [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/016-Catastrophe.png” name=”Catastrophe”] and similar DP-killing effects by the opponent. It also unintuitively makes the attachable TOY-34 [card img=”https://www.v-mundi.com/wp-content/uploads/2020/11/034-Missile-Pod.png” name=”Missile Pod”] and [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/065-MetalParts.png” name=”Metal Parts”] better by saving your resources from going to DP, now they can be converted to Power. Playing it with the Evolution card [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/165-Digivice.png” name=”Digivice”] will give you even more ways to keep your DP for later. Don’t bother trying to stack recycle effects to re-use this, since it gets deleted, but recycling can still help you get it in the first place, in case it gets trashed or discarded.

Digimon COTD: Witchmon

Witchmon is a  Champion that Boosts Power and can evolve to types.

What’s good about it: It fits with  typical  x3 VS while adding some other coverage for , which is the best type for taking out Nightmare digimon in one hit.  x3 VS almost always evens the playing field when they inevitably end up at a higher level than you. +30P is higher than average, helping speed up evolution. Evolving to  type lets you play [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/134-Angewomon.png” name=”Angewomon”] for [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/092-Mastemon.png” name=”Mastemon”] decks, and other / crossover decks without any downside of being threatened by an extra x3 VS. Even the small HP +50 is good for covering some of Nightmare’s excessively weak HP. The uncounterable evo-bonus is a godsend for protecting her modest circle.

What’s bad about it: It’s not fully , so it can’t evolve from . Witchmon’s support reduces both and to 0, making top-deck supporting risky.

Tips: This card is a tactical choice for your Destiny Zone If your partner is BKGatomon, despite its overall low stats. Witchmon’s support ability plays well with Cross abilities like “x3 VS” (which she has), “1st Attack” and “Drain”. Since the power boost happens before the x3 VS, it can easily generate a KO, and Nightmare decks typically change the opponent’s type to Engima so they leave nothing to chance here. Nightmare almost never has 1st Attack, but Wind has a lot; so pairing +400 with 1st Attack is stronger than the option-level support Behemoth by magnitudes, and easily generates KOs. Drain is just exhausting to fight if it gets such a power boost.

Street Dates Are Nonsense

More rumors of street breaks for Dragon Ball Super

Why They Exist

For those unaware, a “street date” is a restriction of sale dictated by a company regarding their product. For example, the sale of Harry Potter and the Half-Blood Prince could not be conducted before the given date (oh god, the spoilers). Industries originally put these in place to keep larger stores from over-running smaller stores, like a sort of self-regulating form of capitalism. They’re not in the law and there can ultimately end up being little to no consequence, depending on if terms of service or a contract is involved. Large stores could use early sales as a form of arbitrage against smaller stores, ruining any chances of the latter having a fair shot. Sounds like I’m for them right? No.

In particular, this is a response to the never-ending accusations of Dragon Ball Super having broken street dates 1-2 weeks ahead of time. Several of these accusations have been fake, caused by baseless and poorly-researched rumors. However, new accusations keep coming so I’m not even going to bother researching or calling them out. Ultimately there’s going to come a time where a store does actually break street date and I want to lay some shit down in that inevitable event:

Why This is Bullshit

Once a distributor puts it in a store’s hands, there’s nothing Bandai (or most any company) can do legally to stop the sale or even punish them. There’s no contract signed to which stores must adhere. It’s an arbitrary capitalistic control scheme and means exactly nothing (remember the part about self-regulation?). Let me paint you a picture—a store spends hundreds of dollars on cases of product for a game (especially a new one from a company with bad history like Bandai) and are somehow socially expected to eat that capital loss for a month or more with no safety net just to stick to an arbitrary date. Full Article

Digimon COTD: Concert Crash

Concert Crash makes your power the same as your HP then halves your HP.

What’s good about it: It gives you Crash without your Health being reduced to 10. Unlike Crash, if your HP changes, your power will not. Since it affects all Power, not just cross like crash, this can be used with other cross abilities such as x3 VS, Jamming, 1st Attack, and Drain. In particular, 1st Attack is a devastating auto-kill from any situation. If you can hit the opponent with a big attack, then use 1st Attack + Concert Crash the next turn, it’s like your Power was the combined total of the two. With Drain, it’s absolutely busted since there’s no actual cost once you hit. A x3VS with your HP as power is overkill to the maximum. Jamming with such high Power is incredibly strong, since it makes you effectively uncounterable so you won’t hit yourself with your own HP, can’t be 1st Attacked if you’re abusing the “halve HP” cost while at low HP, and any Digimon support that would interfere with such a huge gambit is dead. Another ridiculous attack ability pairing is Grudge + Concert Crash. Assuming your opponent plays right into the Grudge and KOs you, you will revive for double the HP you started with, not your halved HP or original HP! If you don’t get KO’d, it’s even better since that means you get double your HP as power. Concert is also a proxy, which makes it a great choice for decks with [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/183-Partner-Finder.png” name=”Partner Finder”] or for partners that have some form of HP protection as their main support, to cover all bases.

What’s bad about it: The HP reduction happens before any attack, making it harder to use on your opponents turn. The card is not just bad to use when your HP is low, it’s even more dangerous than Crash (because your HP is lowered before attacks). Awful card if your used attack has Counter or Crash.

Tips: It is best to play this when you can get a KO—high health Digimon make this far more likely, while Digimon with 1st Attack make it easier to use on your opponents turn. Decks that are specialized for Crash can use this to survive Crash attacks they otherwise wouldn’t. If you have [card img=”https://www.v-mundi.com/wp-content/uploads/2018/05/019-Olegmon.png” name=”Olegmon”] Level M, you can pay -300 HP instead of half and it’s unvoidable, making this a bomb you can detonate with no blowback. If this is played after [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/164-Level-Crush.png” name=”Level Crush”], it’s almost guaranteed to KO any opponent instantly and “halving” your HP in that instance just means going back to normal. [card img=”https://www.v-mundi.com/wp-content/uploads/2017/08/018-ZeedMillenniummon.png” name=”Zeedmillenniumon”] has the highest printed HP in the game of 3000 and can search this card, making it a guaranteed KO in every normal situation, and can be used with its Jamming or Corrupt. If the other searched card is also massive HP recovery, Zeed can bounce back from the cost.

A vanilla but devastating Level M for this card is [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/161-Saberleormon.png” name=”Saberleomon”]—it has 1st Attack for use with Concert Crash but then an Activate that makes the opponent’s Power 0 for the same cost of halving HP. At that point, it’s just entirely dodging the cost, since it can pummel with 770 more Power. With 1950 HP, a good case scenario is 1950 damage 1st Attack for KO, then get unopposed victory bonus, then a riskless 770 Power attack when the opponent fields a new Digimon, followed by 770 again on your own turn for a very likely 2KOs. [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/026-SnowGoblimon.png” name=”Snowgoblimon”] has the highest Level R HP: 780. This is a highly solid attack, made marginally better by its Shatter 100 which will still reduce incoming damage by 100 (and trash an attach), making the halved HP of 390 more like 490 for the consideration of an opponent striking back.

[card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/093-Whamon.png” name=”Whamon”] has the highest Level C HP: 1300. With its considerably strong added support of Jamming, Whamon can smash most Level Us and anything below for a KO, while ensuring no interference from Digimon supports or cross abilities. Its remaining HP of 650 isn’t as bad as Crash, since it’s not a guaranteed KO-trade. Therefore, Concert Crash is well-paired with Evolution cards such as [card img=”https://www.v-mundi.com/wp-content/uploads/2016/08/167-Mutate.png” name=”Mutate”], since you can simply reset your HP after an attack on the opponent’s turn (Concert can do well there if it doesn’t kill you).