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?

Alice White

Alice is the webmaster of VMundi, author, editor, mathematician, and autodidact. She has over 8 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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