And now for the long-awaited third Auxiliary Set, XC! The C is for cats & corona, like the halo of the sun. Auxiliary sets are even smaller than mini sets, typically around 10-12 cards. These focus heavily around a central theme—in this case, Apollomon & related cats. 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 effects in this set allow you to partially mulligan several times in one game and hook into the discards for various other neat effects. This one was super cool to work on and I hope you all enjoy.
What’s good about it: Royal Meister starts with an unopposed victory bonus (Draw 1 and opponent trashes 2) then follows up with a super version of Piximon support that can be any attack ability (not just ) and any of your active stack, not just the current active. This is especially devastating if you pair with multiple “x3 VS” abilities and swap to the effective type at any given time. If played right, you get more value than any of the Defense Plug-Ins. With a swiss-army knife that can include Drain when you need HP, Grudge for revive, and a variety of attack guards and counters, the possibilities are only limited by your deck and evolution.
What’s bad about it: The possibilities are limited by your deck and evolution. If you aren’t evolving much or have a homogenous deck, Royal Meister is going to give you few choices and may actually become dead in hand.
Tips: The second effect works like a Ruler Dominion effect but for attack abilities. Sometimes, you may use this simply to gain your ability while getting to use and that can be value enough. Pair with a KO on the opponent’s turn (1st Attack or a “Killer” ability) to effectively get two unopposed victory bonuses. A deck with a few Shatter abilities scattered throughout can use Royal Meister as a more affordable way to remove pesky attachments even when they won’t get the damage reduction. You can also use abilities like “Static 3” and with the mastery Calamity, convert the static into Trash 3 for a total Trash value of 5 plus a draw, which beats Digi-Grave. Importantly, this does not change your attack’s ability to one in your stack, it changes Royal Meister to the effect of an attack ability so you can double up on your own ability. That normally isn’t useful except in cases where you double up your x3 VS (x9 VS!) or with something like Dorbickmon for a grand total of Trash 10. Royal Meister can also be very strong if you have 2 different attack Counters in your active stack including one on the active which you use, effectively guaranteeing a counter in most cases. Pair with Metamorph to basically pick any abilities in your entire deck.
What’s good about it: You get 200 Power, then can pick between any types you want or 20 +P to assist evolution. Simple, flexible, fits in many decks.
What’s bad about it: This can’t be racked, so shouldn’t take the place of a Digimon with 20 +P (you have to wait till next turn to evolve, not immediately). Its primary support is also only +200 Power when that’s the same a Digimon support provides, so most 20+P Digimon with the same support would be comparable. Many decks have no use for type change especially at support speed. Even if you need one of these, since it’s worse than another Option at each effect, you’d need at least 2 before it pays off.
Tips: Use Loader Chip to get tight decks some more room. When a deck has problems evolving but has plenty of Evolution cards, Loader Chip will help since it won’t sacrifice any Power along the way. Can be combined with Ancestry mastery for +100 HP (choose type change) in addition, which works to increase its value. Combine with Rusttyrannomon ACTIVATE for big damage (choose DP). Use with Ace Chip for another +100 Power. Combine several helper cards like this for a monster support. In a chip-heavy deck, chain Loader into Boost Chip when you don’t need the DP to evolve. Compare as a more aggressive version of Puppet Switch.
What’s good about it: Doubles your Power and sets the opponent’s to 0. This doesn’t care about level, though it certainly covers Level M just like Silver Ball and any Level C that shares a name with the opponent’s destiny zone. Yes, has the name. Hearts attack specifies “Digimon”, not card number. If it came from there (check their pre-game roster to be sure) or simply matches, you’re getting the effect. It also means decks that use a lot of Level C with “Also named ______” can be in big trouble. Hearts Attack allows you to get ahead early if the opponent starts with a destiny evolve; or you can get 2 KOs much easier in the late game if they get to Level M. If you can’t use the effect, you get a very high quality draw (recode 2 and draw) as replacement.
What’s bad about it: Unlike Silver Ball, the mean hugs do not cover Level U, so you won’t be able to use this as an answer to a sudden threat you had no way of seeing but you also can’t deal with. Level C are not normally huge threats except a few and Level M you can usually see coming. Worse, Level U are typically easier to KO with double power than Level M. This is also entirely opponent-dependent unless you can coerce them into drawing their partner or specific Level C from deck, and then into evolving it; so it may be dead in hand for a while. Even if it’s a high quality draw, the alternate effect is just a replacement for this dead card that used up a valuable support for turn.
Tips: Like Silver Ball, you get a surprising amount of coverage to save your butt. Weigh the options between Level U and destiny-related Digimon. Both give you Level M coverage by their nature. Level U may not fall from a simple power doubling but a Level C could die in a heartbeat. This is especially good for countering any deck that likes to search its partner, use Blue Comet, overuse the same named Level C, or weirdly has cards with the same name as their destiny zone but at different levels somehow (Example: changing their active’s name). Hearts Attack is especially devastating in the common situation where you get a KO and the opponent digs for their partner to quickly come back. Many common partner evolutions are strong since you don’t have to meet DP requirements, so this also offers protection from Devidramon and similar.
Dirty Saucer—Garbagemon’s signature shield and yours too.
What’s good about it: You get to draw this to hand, so it’s an extra free card. Stops all trashing and I do mean all. Right in the middle of it. Even if you are supposed to Trash 7 but you only trashed like 2, you stop immediately. Even the opponent’s trash costs won’t be able to be paid for the rest of the turn. Now you can use highly detrimental cards like Bigmamemon with a much softer blowback. Even the almighty Warp Dimension becomes a foam dart gun because Dirty Saucer only stops the trashing, it doesn’t void the support that caused the trashing. In fact, many opponent cards may misfire (self-void) even if they are unvoidable, since cards can always void themselves. Once it’s in your hand, you can put anything from your trash back in the deck plus a recode after.
What’s bad about it: Chance. Once you want this to get trashed, you may not get it. Or you might just draw it. A self-destructive or reckless player may find themselves without their shield in a time of need, with tons of cards blown away into their trash zone. It’s also really hard to use in a deck with trash costs. If you say you are trashing 3 for a cost then the second card is dirty saucer, you only count as having trashed 2 cards. Depending on the effect, this can misfire after you’ve already paid. You can suppress the misfire but it means skipping Dirty Saucer. The “Any Support” effect does delete itself, so is very fleeting and must be used wisely. You should check if this actually affects your game anyway, since you might use it a few times in the lifespan of a deck but not actually see the benefits unless you also change how you play. Every slot this takes up in a deck could’ve been a much more powerful card. Options are vying for limited and highly competitive space within a deck, so Dirty Saucer’s lack of “killer app” potential could make it a flop in your deck. Plus, if you really want to stack the recode, the shuffle beforehand is going to hurt all your other recodes.
Tips: Maybe you noticed, but the act of trashing should happen 1 card at a time to keep a player’s trash zone in the correct order (bottom to top). This allows crazy cards like Dirty Saucer to exist and effectively interrupt that process as soon as it shows. Be aware that “both players trash X” effects should happen simultaneously, so make sure to react in a timely manner if your Saucer happens, to prevent any game state rollbacks. While not every deck can use this with maximum copies (and bypass much of the negatives), a deck using the Mantra mastery (for shuffle recode) can exploit the shuffle effect on Dirty Saucer to maximum potential without also increasing its own risk too heavily. Look for effects like Tueryemon that have trash costs but have more than 1 effect so your entire support doesn’t misfire if you get Dirty Saucer. Try using Recycle on it to guarantee you get the nullification next time you would trash, then have some extra draw ready in case you don’t. Recode can be a downside but also help you know when the Saucer is coming. The best part may be getting trashed a lot before seeing this, especially since the “Recycle any 1 and shuffle” part will only be putting your best card back in a much thinner deck and this can be combined with other similar effects for a deadly lean-machine deck. Because Digimon doesn’t really have a “meta”, I wouldn’t recommend Saucer for trash countering but I would suggest a copy or two if your own deck is self-destructive or very weak to such things. Keep an eye on your Ace and you may be able to retrieve it with Saucer and simply mulligan until you get the Ace, if that suits the current game.
Gigastick Lance—Any sufficiently large power tool is indistinguishable from a mech weapon.
What’s good about it: You get to triple your Power. Yes Power. All attacks have at least an ability of “None”, so this is way less restrictive than first-read. But you can still replace a troublesome ability like Grudge that might kill you for attacking second, with x3 VS which might net you a KO with no HP loss! Plus, when your opponent’s attack ability becomes Shatter, it replaces their existing one. So you can use this to negate a super annoying ability like to zero and use safely. In fact, you can use both together to get a secure triple Power which is very likely a KO. So this card doubles as a way to push for a KO or sort-of void an ability. What’s more important is almost nothing can “void” abilities this way, but Gigastick can!
What’s bad about it: Unfortunately, you may not always use the effects here optimally. For every time you perfectly set up a type-change with Mystery Egg to get the x3 VS ability, there will be a time when the opponent evolves out of the type change or KOs you for wasting a turn on Mystery Egg. Unlike a true Power triple effect, it voids your own attack ability and you may have wanted triple Power Drain or something. And worst of all, the opponent might want Shatter—which they are guaranteed regardless of their attack! Especially if they are attacking first or will survive your attack when you have an attachment. You basically don’t want to play this with attaches unless you are very sure your opponent will be KO’d.
Tips: If you don’t have a way to type-change, this card is essentially an attempt at lucksack or else a super weak void. Be sure you know what you are doing if you want to use attachments with this (like, more than one). Check your deck for how to best change types, such as XV-mon for which you may want to combine with the Ancestry Mastery in case you don’t always want your subtypes. On the other hand, more subtypes can be much better since a Digimon with 3 total types has 3/8 coverage, so you would only need a couple of those to make good use of Gigastick. Beware that a multi-type deck for yourself makes you weaker to regular x3VS! Mitigate the problems with this card and now you have the power of Darkdramon!
The cutting room floor is always full of things with Digimon Battle Evolution. But eventually, some cards get worked out and released as promos! Here’s the 2 that originally didn’t make it into CJ, but are very important: Monodramon (Metal) and the first debut of XV-mon! These aren’t integrated into TTS yet but you can always add them yourself. These are meant to be part of the Pendulum Z metal empire Digimon released in CJ. Please enjoy.
We got a new set closely following the release of LE called Cyber Junk—CJ! This set is larger than an auxiliary set, with 26 new cards. The central theme here are mechanical, metal, cybernetic, and digital things. CJ is loaded into TTS now. Enjoy all the cool new stuff! (Full spoiler gallery at the bottom of the post)
26 New game cards (8 Digimon, 15 Option)
2 New Attach
6 New Aces!
2 New Masteries!
2 Level M
Designers Notes! (Don’t peek)
The reason for this set was originally to expand the number of options in a small collection that would also include some new Aces and masteries. This was for the purpose of game population. But since masteries take so long to develop (due to their complexity), there was time to create even more cards and the set went from being a handful of new options to something with many Digimon as well. The options were originally going to focus heavily on the gear of Digimon, such as Psycho Blaster, Trident Arm, Mugen Cannon, Mega Hand, and others were added over time. We wanted the new Ace cards to reflect some signature move of the Digimon, especially Metalgarurumon and Wargreymon. If you pay attention closely, Gaia Force and Grace Cross Freeze give you the power of those Digimon from their Level M and Data cards! With the Digimon, there’s a clear vehicle theme in this set which we tried to stick to and only branch out when necessary. Here is something special about some of the Digimon:
Junkmon was an early addition because we want to release as much of the PenZ Digimon as possible. His effect helps you rebuild!
Nanomon was also meant to be a part of the set in an early design list from last year, as it was one of the original V-Pets not yet made into a card.
Rebellimon sports a new type of evo-bonus we are introducing, that works like type resistance. The opponent will lose power if they are of a certain type!
With Grandlocomon, the opponent gets hit by a train. OOF.
New Raremon is much stronger than the old and can trade relative HP for flat HP! Use it wisely.
New Tankmon is made with an effect that gives a lot of power of course. But just in case you get KO’d, you get cards too.
Loaderleomon brings a new style of giving tribute to the opponent, instead of only self-sacrifice. What a nice gift of DP!
Darkdramon is unaffected by sacrifice and just wants to win. He’s an elite fighter that will use any trick to beat an opponent and is very strong.
In this set, many of the metal Digimon have their normal sacrificial effects and some of them have ways to recover HP. This allows newer players to try the metal style without feeling like they will necessarily lose.
I wonder what would happen if a Mamemon used Smiley Bomb?
Did you notice Tigervespamon’s “Royal Meister” grants the same bonus as the unopposed victory bonus? Mach Stinger V (for Victory)!
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.
Laplace Like the demon of the same name, you’ll start to know everything with immense draw power, provided that you sacrifice your health for it…Unfortunately, this means you won’t be able to use attacks that preserve health! Steel yourself with the spirit of Laplace.
Calamity Put a permanent end to your opponent’s deck or get more trash conversion. With this kind of alchemy, you can zap everything away with the spirit of Calamity. But the opponent recycles to thwart your plan…
New erratas! This list shows what category of the cards were changed. Either the effect, evo-box, stats, name, art, just a clarification on the effect, or almost All of them. 17 art fixes including a completion of art fixes for every member of the original Digital Monster v-pet. Finally! All of these are in the next TTS update. If you want, you can always read about the artfixes and dev notes on that in the Dev Feed (tumblr).
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)
New special Flip cards that change to an alternate, powerful mode.
“Access” keyword returns!
Long-awaited Cherubimons and Marineangemon!
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.
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.
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.
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.
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)
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.
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