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- >LINKS:
- https://en.digimoncard.com/ (Asian English site)
- https://world.digimoncard.com/ (Global English site)
- https://www.tcgplayer.com/
- https://digimoncard.dev/
- >DECK LISTS:
- https://digimonmeta.com/
- >REPRINTS WHEN?!
- Keep checking your local LGSs, resupply is in progress.
- If you can't wait and have no other options, your best bet to get cards right now is singles from places like TCGplayer (see links section).
- Never buy precon decks for over $21 (MSRP $16), boosters for over $7 (MSRP $5), or boxes for over $120 (MSRP $92). Don't feed scalpers.
- >ROTATION WHEN??
- Never, the best you can hope for is Block Constructed tournaments once there are enough sets in that block.
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- QRD color overview
- ___________________
- Red:
- Unga bunga. More DP gain and Security Attack than other colors, straightforward removal.
- Mechanics - Piercing, Blitz, Raid, Progress
- Removal - Deletion (often DP based), attacking unsuspended Digimon
- Blue:
- Aggro. Attacks early and often, frequently with Jamming and restands. Higher than normal consistency and straightforward memory gain.
- Mechanics - Stunning, Evade, Iceclad, Decode, source strip, playing Digimon from sources
- Removal - Bouncing (often level based), tucking, stunning
- Yellow:
- Control. Lots of recovery and removal, and the core of what makes Security Control variants work
- Mechanics - Recovery, DP reduction, Security Attack reduction, Barrier, Overclock, looking at and manipulating Security
- Removal - DP reduction, sending Digimon to Security
- Green:
- Growth. Evolves quickly and cheaply, speeds up the raising area. Lots of effects that involve suspending you and/or your opponent's Digimon.
- Mechanics - Suspending opponent's Digimon, Digisorption, Piercing, Fortitude, Vortex, stunning
- Removal - Suspending, tucking, stunning
- Black:
- Build-A-Boss. Strong inheritables with lots of keywords and protection. Lots of different gimmicks.
- Mechanics - Blocker, Reboot, De-Digivolve, Decoy, Collision, Fragment, tamer removal, protection, Digimon with Security effects
- Removal - De-Digivolve, play cost based deletion
- Purple:
- Combo. Lots of trash manipulation, lots of effects that trigger when deleted, lots of effects that delete your own Digimon, and lots of looping.
- Mechanics - Milling, discarding, On-Deletion effects, Retaliation, Scapegoat, Execute, playing from Trash, adding from Trash to hand, some tax effects
- Removal - Level based deletion, Retaliation
- White:
- Still more of a restriction than its own color. Consists mostly of support cards for other decks and level 7s. The White decks that exist in the game currently are highly gimmicky.
- Mechanics - Cards that can be played at up to 50 copies per deck
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- Basic beginner skeleton:
- >14 Rookies
- >12 Champions
- >8 Ultimates
- >4 primary Megas, 2 secondary Megas
- >3 Tamers
- >4 Option cards
- >4 copies the optimal egg for your deck
- The above ratios are only intended to be a STARTING point when deckbuilding, and should be altered based on your needs.
- In particular, the addition of Memory Boosts to the game means that you can easily cut back on Rookies and Tamers without sacrificing much.
- In the past, most decks played 5 eggs (4 good eggs, 1 suboptimal egg). Now that games don't typically last as many turns, players almost always opt to run only 4 eggs, with 2 main exceptions:
- - Any deck running BT1 Mimi. Mimi speeds up the raising area and you can easily run out of eggs
- - Any deck where you have 2 different eggs that serve essentially the same purpose. Greymon and Imperialdramon decks in particular can run 5 eggs that all say "when attacking, draw 1"
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- Noob traps:
- >running over-costed power cards, especially level 7s and removal Options
- >running cards for their security effects only
- >memory-setters in decks that don't really need them
- >BT4 Anubismon
- >running too many option cards
- >stuffing too many different cards into your deck at low ratios (aka no consistency)
- >trying to jam multiple different win conditions into a single deck
- >not picking a strategy and sticking to it when building which leads to unfocused decks
- >shotgunning Hammer Spark/delay effects at the earliest opportunity
- >being overly conservative with memory even when it isn't beneficial to do so
- >attacking the stack without a followup plan if you die to security
- >playing roughly equal numbers of Rookies/Champions/Ultimates/Megas
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- Fan-term Glossary
- ___________________
- Swing- Attack
- Summoning Sickness- When a Digimon has been played this turn and therefore cannot attack
- Bounce- Return to hand
- Tuck- Return to bottom of deck
- Pop- Delete
- Restand- Unsuspend
- Active- A Digimon that is Unsuspended
- Rest/Tap- Suspend
- Stun/Freeze- Make a Digimon unable to attack or block
- Discard/Pitch- Trash a card from hand
- Download- Digisorption (unofficial translation)
- Vengeance- Retaliation (unofficial translation)
- Memory Tamer/Memory Setter- Any of the 4 cost Tamers that guarantees at least 3 memory at the start of your turn.
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- >Tourney Resources
- Top Cut
- Core TCG
- https://player.rk9labs.com/
- Carta Magia
- https://www.cmprofessionalevents.com/
- TAK
- https://www.eventbrite.com/o/17442463505
- Gencon
- http://gencon.com/events/200039 / http://gencon.com/events/200038
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