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”.

What’s bad about it: As a , Bigmamemon is limited in its evolution pool, despite how large it is. A DP 60 Ruler with no DNA is incredibly difficult to evolve without being forced to pack a lot of Evolution cards (which rarely affect Level M). Without a big hand of low-usefulness cards to ditch to the built-in missile, you’re not getting extra power. And if you have low-quality cards in your hand, you have other problems. Most of the time, its cross ability is not going to do anything worthwhile, so the ability is effectively none. You have two choices: build the entire deck around the  evo-bonus and ultimately end up with effects at random, or give up on the bonus being consistent. It’s essentially useless without anything to use underneath and less valuable if you don’t have a good combo of effects. At the time of this COTD, 3/6 Level M Rulers have a DATA card. Bigmamemon isn’t one of them.

Tips: The evo-box list of names is huge. Much bigger than it seems. Yet it evolves from all the tiny Digimon. A tiny-huge exhaustive list (Dec 2020): PiximonGiromonMamemon, Metalmamemon 07Metalmamemon 08Bigmamemon UCatchmamemon TOYCatchmamemon BITSuperstarmon TOYSuperstarmon BR. Of those, the ones that have a usable  for this card are: Bigmamemon U, Catchmamemon (both), Metalmamemon 07, Giromon, Piximon, Superstarmon TOY, Mamemon. Of those, the ones that aren’t weak, don’t rely on chance, getting KO, or difficult to use are: Superstarmon TOY, Bigmamemon U, Metalmamemon 07, Giromon, Piximon. Not many actual options once filtered down. Now you need to find intersecting network nodes for Level C that also have good permanent abilities in the evo-bonus. There’s good news though, folks. You don’t need to have activated those bonuses before! If they’re in the active stack, they belong to the hive now.

You could use Mutate to pile several permanent effects into the active stack, so long as you don’t mind the extra time it takes to evolve to the Big Mam pirates. If you want a shortcut to unlocking extra permanents that doesn’t set you back a turn, try throwing Etemon onto your active. If you can trap Etemon in the active zone, it’s gross, because now your opponent can’t use evo-bonuses and you can use a lot. With Starmon, you can easily increase all the trash you inflict on your opponent. Alternatively, Thunderballmon gives a passive trash 1 every strategy phase (opponent’s included). Be on the lookout for champions with generic but solid Power boosts, especially Power +50 since it applies to every attack. Revolmon may be super-effective in this deck since you get cross 1st Attack and circle +150 Power. After a Mame bomb, that’s 510 1st Attack (a nearly guaranteed KO on opponent’s turn, with unopposed victory bonus paying back your discard); or 950 circle just because ouch.

Superstarmon from TOY is a significant evolution setback, greater than Etemon: their DP costs are +10. If you’re at Level M, denying evolution to the opponent is devastating. They will have a hard time reaching Level U, and may even eat a few bricked hands as they mulligan for a  way to get to Level C. If you used Mamemon in the active stack, KOing (either digimon) forces your opponent to trash 7 (8 if Starmon is present). This is a game-ending ability that also shuts down mulligan like a low-orbit ion cannon. Similarly, Tekkamon is in-network for the evo-box and gives “If any KO’d, recycle any 1”; that’s right, you don’t shuffle. You can just throw your Ace back on your deck every time you get a KO. Sounds like a good opportunity for Ground 3070 Power triangle, more than enough power to kill anything that moves. Piximon or Giromon are sufficient to permanently supply the Mame-bomb devastation. This is unsurprising since both of these tiny bois throw bombs for a living. If you don’t like giving up the Level U spot for Bigmamemon (U) in order to have uncounterable because you’re like me and prefer crazy combos, don’t worry because TOY Centaurmon is in-network and gives uncounterable.

As with all Rulers, the evolution is much easier if you cheat with Masquerade. For Big Mam, this also means greatly extending the combos with its evo-box bonuses. Remember: it doesn’t say you have to have ever activated those bonuses, nor that they exist on cards printed with its names. The possibilities are limitless as the game continues to grow. If you think Mutate and Masquerade are mean, try Dark Evolve, since you can use it to essentially mutate and it won’t even cost DP or set you back much from eventually evolving to Big Mam. Additionally, it ignores DP so you can rack with ease and treat it like an HP reset and extra permanent.

To abuse the ① effect, just spam draw. Since Superstarmon, Giromon, and every Mamemon are , you can attach Purity Crest for an every-turn draw effect. Alternatively, play one Toy March early, select “Players always draw 2 during Prep Phase” and be done with it. Who cares if the opponent always gets draw 2 if you’re a living swarm of suicide-bombing cuties? Just keep using your forever-replenishing hand to chuck more tiny mamemon bombs at the opponent, effectively making your base Power +200 to start with. When accounting for this sort of combo, Big Mam easily beats everything else in its weight class and above. You really want the Purity Crest combo fast? Just evolve from Metalmamemon 07 and get the permanent triangle ability “Attach T”. If the crest is in your trash, boom, you got it. If you also have the Mastery Toy Chest, you can attach Miracles Crest too and just ignore the Trash 5 on Bigmamemon U. The real secret though, is not just Piximon’s Cross Draw 1, it’s Giromon’s Circle draw 1! This effectively gives you permanent Circle 800 with “oh lord he comin” HP.

A weird way to abuse the ② passive is support with Tropiamon! You can attach it to the opponent and void every attack ability without “to zero” or “counter”. But ② also voids circle to zero, and Bigmamemon U’s permanent also makes you uncounterable. This is an infuriating combination to fight against, likely to provoke table-flipping in response. If the only cross abilities that are legal are triangle and cross to zero, the opponent essentially has nothing. Another way is either more or less BS depending on your perspective: simply attach Clearagumon when facing an opponent with “Circle to zero”. I don’t even know how you would handle passive void and “when voided”; why did I make this? Probably once at the start of every turn, since the End Phase clears effects and refreshes them. So let’s make a ruling in this random COTD article that’s what happens and Clearagumon does Static 3 at the start of every player’s turn. Goodnight trash. Goodnight moon.

This card is definitely not invincible. In fact, while its possibilities are nearly unlimited, Big Mam can be dismantled almost trivially. Be incredibly wary of Clear Wall! This card will ruin all your plans at once. Hell, a well-timed TOY Armadillomon can be pure suffering. One problem you will face is “heavy is the head that wears the crown”—a stupid saying for stupid bourgeoise people. Nevertheless, Big Mam is very strong, so an obvious and common thing you will encounter the moment it achieves 1 KO: the opponent mulligans for their partner. You can counter most partner-reliant or Blue Comet comebacks with Hearts Attack. They might never make it to Level U for use with Silver Ball, so it’s better to prey on the Destiny Zone instead. Don’t forget its name is still just “Bigmamemon”, so you can absolutely cheat with Silver Mirror and get the other Bigmamemon for “Trash 5. Triple own Circle.”—1800 Power, can’t be to-zero from a cross ability. 2400 Power if you also discard for the Mame-bomb effect first.

Listen, this has to stop. My entire life can’t be “here’s every way to use big chungus, the memehive with a shit-eating grin”. I need space, and lately it seems like you’re distant anyway. What I’m trying to say is, I think we should see other blogs.

Alice White

Alice is the webmaster of VMundi, author, editor, mathematician, and autodidact. She has over 9 years of publishing experience writing articles for various self-run sites. Her interests include game design, economics, Game Theory, graphical design, and mathematics.

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