Lunar Eclipse Set Release — LE

  • Finally it’s time for the followup set to XB, Lunar Eclipse! The light of the moon and shadow of the eclipse—a classic contradiction of light and dark plays out in Set LE, as Set XB wanes. Like an Auxiliary set, this is a small set, with 15 cards. Also like Aux sets, this focuses around a central theme—in this case, light and dark. It’s a small supplement that’s easy for us to design and develop over a shorter period of time. The smallness coupled with the focus on themed effects should make them feel special. LE is loaded into TTS now. Enjoy all the cool new stuff! (Full spoiler gallery at the bottom of the post)
    • “15” New game cards
    • 2 New Options / Attach
    • New Ace
    • 2 New Masteries
    • Dark Draw/Trash/Discard returns!
    • Attack ability “Killer” returns!
    • Flip cards return!
    • New special Flip cards that change to an alternate, powerful mode.
    • “Access” keyword returns!
    • Long-awaited Cherubimons and Marineangemon!

Masteries

Pop these into your Destiny Zone when building your deck and for the price of 1 card and whatever downside is printed on the mastery, you get access to a constant bonus during the game.

Lunar has art depicting a glowing Moonmillenniummon and is intended to let players Corrupt (up to 3 per turn) by making cards enter the dark area. The downside is, whatever amount of cards you would normally just draw during the Prep Phase, you’ll have to wait until the end of the Prep and they also end up dark drawn, so it’s slow! But, that means cards enter the dark area…Don’t forget your first draw of the game is also dark draw and corrupt; and any attaches that draw during the Prep Phase like Purity Crest.

Eclipse shows a shadowy spirit of darkness and lets you always support face-down! You won’t need to attach Hope Crest as often to control the game and get inside the opponent’s head. However, you are no longer allowed to support from your deck (normally face-down) nor from effects (from either player)! Be careful not to rely on cards like Hacking, Aegisdramon, and don’t run out of cards for support—you won’t get to dig for more. This also won’t have a tremendous use on your own turn.

Flip cards Return

You can check out a detailed explanation on the accompanying post Intro to Flip Cards. Pay attention to Lucemon and Marineangemon: these two are special flippers that don’t operate “normally” to provide an alternative card which was the case with Antiramon and Dianamon in Set XB. These achieve some sort of goal to reach a much stronger mode of the card by flipping into a Ruler Digimon! You can also check all the flip cards at the bottom of this post.

Killer, Access, Dark Draw Returns

Killer – When the opponent uses the attack specified on the ability, you get 1st Attack and Boosted Power of +300. Kind of like a lightning-fast version counter attack that’s a bit riskier since you still take full damage when you’re hit. This resembles the Gem cards that were released in set TA.

Access – Show a card from your hand to your opponent, as specified here; usually a type. This is a cost, so it’s optional but you won’t access the following effect unless you do.

Dark Draw – Dark Draw (or Discard) will place that card from your deck into your Dark Area (or from hand to DA if discard). Dark Area cards are added to your hand in the Prep Phase after your normal draw.

Gallery of All Cards (Full Layout)
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Large January 2021 Errata

Tabletop Simulator now has all the erratas and set XB! So the set release is no longer just window-shopping. TTS also has the blue player hidden zone fixed, since that was quite an error. Try using the new “spread” feature in Tabletop Simulator on the Masteries, it looks rad. Below is the gallery for all the errata art fixes that we made. Some arts were also changed to stock renders just to spare everyone’s eyes while we work on this art replacement project.

We also released a keyword called “Access” to replace the long text “Reveal a in hand:”, so you can find the exact details now in the rules.

Special update! XA has had 2 cards added to it. That’s right, this game is completely digitally distributed so I can do whatever I want, including release cards for older sets. Truth be told, they were supposed to be in there anyway but Masteries weren’t fully tested by that time. So it’s basically cut content being patched back in.

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Auxiliary Set Release — XB

Logo for set XB with Lunamon and Dianamon
  • Finally it’s time for the second Auxiliary Set, XB! The B is for bunny. Auxiliary sets are even smaller than mini sets, typically around 10-12 cards. These focus heavily around a central theme—in this case, Dianamon, er, bunnies. These sorts of sets are really great for adding small supplements to the game in a way that’s easy for us to design and develop over a shorter period of time. The smallness coupled with their focus on themed effects should make them feel a bit more special. This is my way of making somewhat linear evolution trees more palatable. I think there’s some cool new stuff in here and I hope you all enjoy.
    • “13” New game cards
    • New Option / Attach
    • New Evolution
    • New Data card
    • New Ace
    • New Mastery
    • Dark Draw/Trash/Discard returns!
    • New attack ability “Killer”
    • New card gimmick: Flip cards! They have multiple faces
    • Bunnies!
    • 70 card errata including art

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Intro to Flip cards

In Auxiliary Set B, Dianamon and Antiramon introduce the concept of flippable cards! Flip cards share a card number, so they’re the same card for deck building purposes, but can flip under various conditions within the game. Some will start on a specific side and others will have freely choosable starting sides. Check the other tabs for what the new icons mean and how flips cards work.

The Star side of a card indicates one possible face that it can be flipped to or from. It’s distinct from the moon side. It’s not necessarily the initial side of the card and if so, is indicated by the Initialize icon.

The Moon side of a card indicates one possible face that it can be flipped to or from. It’s distinct from the star side. It’s not necessarily the initial side of the card and if so, is indicated by the Initialize icon.

If this card starts in play, such as in the Destiny Zone, then Start of game: Place this card with this side face-up.

This initialize icon indicates the card’s “face-up” side. The accompanying icon to the right of it is the card’s initial side (star or moon).

Cards may not have an initial side and if so, will not have this icon. Those cards generally start the game in a hidden zone such as the main deck, where they should be hidden.

In all cases, a flippable card that enters a hidden zone MUST become hidden. It does not show a side in a hidden zone (e.g. hand, dark area, main deck), even though it is a multi-sided card.

Cards without this icon can still be flipped.

In deck building, be sure to respect the normal rules about a card’s unique card number and card limit caused by that unique identifier, same as you would do for any other card. Example: You may have XB-006 Antiramon [Moon] as the card’s initial side OR XB-006 Antiramon [Star] as the initial side because neither have this icon. And among those, you may only have a total of 4 cards. You could have up to a total of 2 of the [Star] and 2 of the [Moon]; or up to 3 of the [Moon] and 1 of the [Star]; or any combination up to the normal card limit. The sides can only flip after the game starts when an effect instructs you to. Before a game, players are normally allowed to change any cards in their deck and that includes choosing the initial side for cards without this Initialize icon.

This icon is a stand-in for the keyword “flip”, which means to turn the card over to its other side. It may be accompanied by a side icon, in which case flip to that side if able. It may be alone; if so, simply flip the card to another side only-if it has a different icon on its other side.

Cards without a side icon cannot be flipped.

Cards with a side icon can only be flipped to a card with the exact same card number with a different icon.

Example: XB-003 Dianamon [Star] can flip to XB-003 Dianamon [Moon] because they have the same card number and different side icons.

Flip is considered part of an effect or cost, and therefore a process that a player performs (like Trash, Discard, or Draw). By default, Flip targets your own active Digimon. It may target the opponent’s active if specified (or uses “any”). It may target a card in the Destiny Zone or attached if specified. In all cases, the card flipped must be somehow in play (i.e. in a “zone”).

Flip is always considered to have the rules text “if able” after it.

You do not flip cards face-down unless the effect specifically states this. Unless an effect says “Flip facedown”, the back face (hidden DBE logo face) of a card should never show after a flip.

Flip cards are unique enough that they may create some rules confusion. Check this section for how each interacts within the game rules.
  • Flip card numbers are the same but their names may be different.
  • In XB, there are no differently-named flip cards. “New Moon” on Dianamon and “Deva” on Antiramon are just flavor text to help players talk about the cards uniquely.
  • When naming a card due to a card effect (e.g Fated Spirit), simply name any valid side of the flip card.
  • If a flip card is the active Digimon, the other side is not considered “in play” for any of its unactivated effects, power, attack abilities.
  • If a flip card is the active Digimon and has a permanent evo-bonus active, then flip to another side, the evo-bonus will remain active because the card did not change from the active spot. It only flips over.
  • When flipping a card at any time for any reason, update all the info about that Digimon that is not permanent or changed by effects. For example, its printed powers, types, attack abilities, passive effects, and available “Activate” effects if any will now be available or unavailable depending on whether it is the visible side.
  • When flipping a card, do not update information that has changed due to an effect or is permanent. For example, do not change the HP, any activated permanent evo-bonuses, or the status of a used “Activate” effect. Do not remove any floating effects that modify the active either, including Power boosts, attack ability changes, or changed attack selections.
  • Flipping an active Digimon doesn’t count as changing which Digimon is active, doesn’t count as a KO, doesn’t change any chosen attacks, doesn’t cause it to become abnormal.
  • If an active Digimon flips, even though its types may be different, do not count this as “changing” a type. Example: Antiramon [Star] was Wind and Nature types, but changed to Dragon by an effect. Later, it flips to Antiramon [Moon] and its type is now Nightmare instead of Dragon. This does not count as “changing” to the Nightmare type.
  • If a card flips multiple times during a turn, be sure to update it multiple times.
  • Players may check any side of a flip card at any time while it is in a non-hidden zone.
  • During the evolve phase, when activating the evo-bonus of a future, if that future is a flip card, only activate the bonus of the current side. If another effect flips the Digimon before you could activate an evo-bonus, the same rule applies and you would activate it on that new (now current) side.

Try it out for yourself. Click Dianamon and you’ll see how she flips between different sides.

Mini Set Release — Tamer Accessories

  • Tamer Accessories (TA) is a small, but not auxiliary set that brings you lots of new Plug-Ins to CARD SLASH into your Digivice! Not to mention Chips…

    • 20 New game cards
    • All Options and Evolutions
    • New mechanic & keyword: Dark Area (Dark Draw)
    • 7 Proxies
    • 1 Ace
    • 4 Evolutions
    • 12 new Plug-Ins with support for the type
    • 5 new Chips
    • New Gem type cards?

    Trivia: There were secret breadcrumbs for this set in several pictures posted to the Discord and even a full card preview of Reload Plug-In Q with advice on how to use it for a changed Plug-In Backup article.

  • What is Dark Draw?

    A new temporary zone is created when players use a dark effect. The “Dark Area” is like your hand, but you can’t use it yet! It’s a hidden zone, same as your hand is for your opponent. After the draw step of your own Prep Phase, you must take everything in the dark area to your hand. So cards that dark draw on your own turn are in suspended animation for a whole turn, but if you dark draw on the opponent’s turn, you can safely draw cards without interfering with your draw step’s hand count. Hi-Speed Plug-In B has an extension of this mechanic called “Dark Discard” where you would discard 1 from hand to the dark area, essentially robbing you of it for some time, but also protecting it from other hand removal.

    Note for Tabletop Simulator users: Please use “Peek” button for Dark Draw, since it sends the top 1 of deck to a hidden zone.

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Small December 2020 Errata

Tabletop Simulator now has all the name-changed erratas as with the previous post. It also includes a permanent token so you can denote when your active gained a permanent effect. There are 2 bugfixes: Terriermon should’ve prevented duplicate activations of its evolution effect, since it’s intended to be the equivalent of putting its name in all those boxes. Another bugfix: wrong version of Hacking was sent out in the big errata, that draft was tested and scrapped immediately. The final is below, and has HP changing. Artfixes: Monodramon, Metalgreymon, Cherrymon, Cherrymon’s Mist! Artfix with an updated effect: Snowgoblimon! FINALLY. If you don’t see new images, refresh the page.

NOT replaced in TTS (trivial): Ebemon, Purity Crest

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Digimon COTD: Toy March

Toy March Digimon Battle Evolution Option card

Toy March—They just keep going…and going…and going…

What’s good about it: You pick one of any 4 effects that stay permanently for the game. The flip effect means no need for Gazimon. This benefits the need to know what card comes next (for either player), for use with cards that lock powerful effects behind that knowledge, plus your own ability to have an extra card for support, and never be surprised by a cornered opponent who uses a top-deck support. The hand reveal effect means no need to attach Research. Opponents who keep large hands will have a hard time surprising, and changes the strategy phase to remove risk. The draw 2 effect relieves the burden of needing Purity Crest attach or similar. This keeps a medium or high hand staying high all game. The max hand limit remover means not needing to evolve to JijimonEbemon rapidly. High-hand or conservative decks can continue to accrue better possibilities without hitting a wall. Read more

Digimon COTD: Bigmamemon M

Bigmamemon—One bean to rule them all…

What’s good about it: There’s so much. Their HP is at 2600—a number befitting a massively composite colony of Digimon. Only 4 Digimon have more HP (in order): Zeedmillenniumon, Moonmillenniumon, Plesiomon, Olegmon. The first two are dimension-shattering time gods who are DNA-only. The latter two are the upper-limit of the highest-HP type in the game: . The Power distribution of Bigmamemon is also comparable to these same 4 cards, which says something for its status as the god of beans. Notably, everything else close to Bigmamemon costs 70 DP or is DNA-only (Millenniumon, HiAndromon, Diablomon, PR Herculeskabuterimon). But it goes beyond such wearisome comparisons: Bigmamemon has two passives. The bubble number ① effect is available during the support phase and is just a built-in TOY Missile Pod. No need to worry about attaching it! For bubble number ② (the cyan color just sets it apart for you), you passively void all cross abilities with “Circle to zero”. This is really mean. A mean, bean, machine if you will. Bigmamemon already has one of the highest HP in the game and once the ② effect is accounted for, it probably has the highest longevity ratio of any Digimon, since you can swing at full power with huge HP. The cross ability can even stop x3 VS (cross power to 0), assuming you used Dominion to take on a vulnerable type. If that’s not enough for you, it has one of the highest-potential for abuse evo-box bonuses in the game: “Get all  below this”. Read more

COTDs updated for errata

After this 2020 November errata, I faced a lurking problem: old Cards of the Day. They were no longer accurate! Now they are. I’ve gone through all the cards which were changed and also had a COTD to change all the pros, cons, tips, and various combos and considerations. It was exhausting work, and I haven’t even checked the other COTDs to see if they reference combos with errata’d cards. The work was even harder since I expanded every article, much of which were considerable additions. One major difference—every significant card that was referenced in the old articles uses the new card-preview feature when you hover your mouse. Now you don’t need perfect, librarian-level knowledge of the game! Let the research begin…

Articles changed (click for the article):

Millenniumon Chimeramon art and name rework

Minor update—new arts! Today, I spent some time lovingly recrafting everyone’s favorite composite world-enders. Chimeramon and Millenniumon also have name changes: Kimeramon, Chimeramon, no real difference there, just making it easier for some to understand what it is. Millenniumon’s change removes a duplicate ‘m’. For the longest time, that MM was all I could find for the official name, but it doesn’t match with the pattern of Zeedmillenniumon or Moonmillenniumon, so that’s fixed. No worries about updating your Zeedmillenniumon deck: the correct name was already in the evo-box and the DATA card was also fixed.

With these art and name changes also comes a few tweaks. Chimeramon now has DNA from any + instead of Airdramon + . This should impact almost zero decks, since the primary use was with its other DNA set. Now you can finally use Garurumon, Devimon, Kabuterimon, and Kuwagamon! Millenniumon also got a tweak or two: the triangle power and cross power have been swapped to prevent 1st Attack domination; its circle-to-zero addon ability was replaced with cross-to-zero, both to prevent its already huge lead and spice the game up more in case someone takes advantage of one of its many types for x3 VS.

Chimeramon’s name change affected these Digimon’s evo-box: EBEmon.

You can use these immediately in TTS, though they are not updated. Please simply upload the cards and resize them for your deck. For EBEmon, you can skip the extra work and just treat the name as “Chimeramon”.

Last errata update had a couple of missing name changes. I’ve fixed that post but here they are again just in case you missed them: Cupidmon, Holyangemon, Purity Mask, Megalogrowlmon, Deathmeramon, Plottmon. All of these except Purity Mask are correct in Tabletop Simulator.

Errata Nov 2020

Big November 2020 Errata

New design philosophy permeates this year’s big errata. There are literal hundreds of erratas, many for effects, balancing, styling, evo-boxes, and especially art. This time, I won’t be able to list them. Instead, I’ve prepared a set of highly important changes plus some new art samples. By the way, the Tumblr had explanations of these art while we worked on the release. So if you don’t know, the VMundi Tumblr is where we do the “making of” and let our hair down a little. Check it out. Now that we can do a lot of much better, more expressive, higher-fidelity, and more varied art, the game will be shifting focus in that direction. There are 3 types of errata showcased below: changed identity (name or concept), art synchronization (to the original PS1 concepts), or upgraded art, usually from something bad or randomly found.

The all-important identity changed cards have name changes, which is very important. Consult this list so you’re aware of these changes. This is similar to the “Mugendramon”, “Atlaskabuterimon”, et al changes before.

Millenniummon** Millenniumon**

Millenniummon DATA** Millenniumon DATA**

Kimeramon** Chimeramon**

Sincerity Mask Purity Mask**

Ulforceveedramon UlforceVdramon

Aeroveedramon AeroVdramon

Veedramon Vdramon

Veemon Vmon

Wargrowlmon Megalogrowlmon

Skullmeramon Deathmeramon

Magnaangemon Holyangemon

Piddomon Cupidmon

Apemon Hanumon

Gatomon Tailmon

BKGatomon BKTailmon

Salamon Plottmon

Frigimon Snowballmon*

Mudfrigimon Mudballmon*

Shimaunimon Zebraunimon

Modokibetamon Mimicbetamon

Centarumon Centaurmon

Vobomon Volbomon

Escape Raft Shining Mane

Giga Cannon Giga Hand

Sincerity Crest Purity Crest

Reliability Crest Sincerity Crest

Check the card gallery for the full library.

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New PendulumZ Promo — Tropiamon

I hope everyone’s still excited from the late October promos. As we welcome the harsh winter with solemn contemplation, let’s also celebrate that the Pendulum Zs have made their way into the hands of many happy people. Hopefully, they can be little packets of joy. I know I got a full set of wave 1 and they’re very fun! So here’s a super-early card for the Pendulum Z wave 2, Tropiamon! It’s a harsh, poisonous monstrosity that makes certain attack abilities completely unusable. Tropiamon is a vote for a more nail-biting game with counters and to-zero, and shuns self-satisfying nonsense like Jamming, Draw, and Crash. Look out Mystimon… And on top of that, it sports the new Grudge (hypocrite), and has a devastating bonus stopping all opponent HP recovery effects; plus being able to recycle any 1, which is super powerful and nicely sets up supporting from the top of the deck with your best trashed card, even if it’s your ACE!

New Promo on Samhain — Mystimon

Yesterday, I hinted that the pointy hats may not be over. It’s still Samhain, so let’s go. Stepping over the hedge of the Otherworld as a complete wizard, Mystimon makes its appearance! Mistymon? Mysticmon? Whatever, it’s mystical and from Witchelny! Let’s dive right into the new stuff it has.

Evo-box first: The odd thing you may notice is “Wi-mon” and “So-mon” both Level C. The rules for quotation names is that you substitute the “-” part for anything or nothing. So “Wi-mon” for example would be Witchmon or Wizardmon. If it had “Devi-mon”, then Devimon and Devidramon work. The actual permanent effect allows you to change its cross ability every Strategy phase, right at the start. You can pick from any attack ability in the DZ. So if you had BIT-006 Hyogamon in there, you could change your ability into  Counter (of course, your Power is now 0 as usual). Bear in mind, that change is a lingering effect and will dissipate at the end phase. But this works to your advantage in case you want its x3 VS back! You can always pick another ability next turn. Here’s a list of what Digimon exist that you can use this with:

  • Witchmon
  • Wizardmon
  • Soulmon
  • Sorcerymon

All with pointy hats of course. Rulers can’t evolve from normal types, so using names is necessary. Don’t forget they also can’t be played as Abnormal (hence no stat block).

Support effect and Active effect: You may notice some odd stuff going on here. The bubble number ① and ② were added to help with clarity because its box is a bit confusing without them. Both the numbers and the cyan text denote a break in effect. If you SUPPORT, you get ①, and both players will have their power become the same as their HP. Basically, more powerful Crash but…for everyone. So play it at the right time. This is very much the feeling of Nightmare effects!

For effect ② (cyan text), use this from the Active spot like any other Passive ability. When your active is Mystimon, you’ll be able to Discard 1 Option as a cost to then draw a different option from your trash. Spellcycling! You can only use this during times on your own support phase when you can play a card though, so right at the start of the phase and when you are supporting that turn too. Try to think of some interesting combos and bear its limitations in mind.

If you want to know the interesting story behind how I did this art, tumblr post.

New Promo on Samhain — Wizardmon

HAPPY SAMHAIN!

SIX! Six Samhain holiday promos. Who is on sixth? It’s Wizardmon, just popped through the gateway from Witchelny and ready to try a new array of spells. It has a pretty special lineup of effects. Firstly, it has two attack abilities which aid in casting. Wizardmon’s  is lightning elemental, for critical damage against airborne types. But the is “Magical Game“, its card-throwing ability that messes with randomness and entropy—appropriately giving you some nifty corruption to control your opponent’s draws. Its evo-bonus signifies Wizardmon having some time to cast enchantments and wards after evolving, including the unique ability to create a magical barrier voiding all effects (evo-bonuses), though it’s only strong enough to ward off Level C Digimon.

The real draw is its Support. Both players get Grudge and pick any attack for their new grudge. Nightmare type has a tendency to use powerful effects but…on both players. In this case, you try to guess what attack your opponent used, both attack orders don’t meaningfully change, and then if you guess right you get doubled power and set revival equal to that power. Normally the power and revival are either/or. But the effect continues! “KO’s don’t end Battle this turn.” means what it says. If either Digimon is KO’d, don’t immediately skip to the Battle Phases’ “Check for a Digimon KO” step. Instead, you proceed with any remaining attacks that weren’t skipped due to Counter. Yes, bear that in mind—Counter doesn’t let you double-dip on attacks if you also succeed with Grudge. In fact, only 1 attack would occur that turn (using the opponent’s damage against them). So let’s see what fun and creative ways you can use Wizardmon!

This concludes the Samhain pointy-hat promo run. Or does it?