RedOtamamon—the only “+40P” in the game thus far.What’s good about it: RedOtamamon gives +40P—double the average Rookie. Its effect is small but useful: looking at your opponents hand can help you chose attacks, future supports and determine whether it’s the right time to use any “Activate” abilities you have. It is also outside of support phase so good luck voiding it. What’s bad about it: RedO’s ability shuts of your support for the turn, so it’s harder to use the info you get. His body is terrible, though if you’re actually attempting to use this in , Rookie bodies don’t matter much to you anyway. Tips: This card is well suited for fast evolve decks; 40DP with get you to majority of Champions and Ultimates in the game. Its effect helps when you’re ahead, letting you leverage the information you gained to stay there (one turn late). Evolution cards like “Warp Digivolve” and “Hyper Digivolve” help the 40DP from RedO take you much farther.
RustTyrannomon—A Mega with a huge potential power boost or heal.What’s good about it: The “Activate” effect of RustTyrannomon happens when attacks are revealed—on either player’s turn. The +50% multiplier gives you a huge boost to either Power or HP, whichever is most needed at the time, which makes this a tough card to overtake. What’s bad about it: You have to use —the easiest attack to stop in the game. RustTyrannomon’s own ability is rather dull (most of the time Counter on a Mega is worse than using your other attacks). You have to discard everything; your hand, your DP, and your attachments, which is a huge price and will cost you the game if used flippantly. Tips: It’s best to use RustTyrannomon’s “Activate” as a threat, not a promise. Once it’s used, it’s done and your opponent just has to adapt but until then, it’s still formidable. Evolution cards like “Super Tag” and “Digivice” leave your DP alone, letting you charge Rusty like a proton cannon. Cards that allow you to easily support from the top or draw extra cards can keep your hand high without giving up supports. The card “Training Manual” is good both the turn you use his ability, and the turn after.
Always try to see if there’s a way to threaten a one-hit-kill with him first, make your opponent outplay it, then just boost your power some other way. HP gain is usually the best and safest option and can allow you to replenish your hand quickly, which can surprise an unprepared opponent. Try to see if your opponent has any cards that force discards such as “Scummon’s Curse” before committing the activation or you may find yourself using a weaker cannon and have an impossible time recovering.
It can be stressful to prepare for tournaments—you have to worry about deck construction, learning the meta, and what what makes you look the most like a main character. Here are some tips to help you prepare for your next tournament.
Arguably the most important part of prep—you need to have the best cardboard available. Always make sure to go to whatever deck editor website is the most popular for the game your’e playing, search by “Most expensive”, and take the top result. Sure you might end up with 50 money cards and no cohesion at all but they should have thought of that before the prices were so good. You get what you pay for in this world, so more = better. Read more
Digi-Diamond—the Swiss-army-knife of Ace cards.What’s good about it: Digi-Diamond is currently the most versatile Ace. “Any Phase” timing extends the number of cards you can play per turn (and is extremely powerful and limited). Changing your attack in the support phase is powerful, since you can evade a counter or buff a different attack. Changing your type can help you get around “x3 VS” and aid in evolution. HP Recovery and the revive effect both help you keep your current Digimon, for evolution purposes or dealing a finishing blow (best on the opponent’s turn). Draw 2 is icing on the cake that make this one of the more powerful cards and the Ace you can’t go wrong with. What’s bad about it: The power gain, like every other effect of Digi-Diamond is small. Each Individual effect has specific uses, and most of them don’t really assist each other—you’re usually going to play this for one of its effects at a time and just get the others as nice bonuses. Tips: Digi-Diamond is a good starting point for the deck’s Ace if you’re not sure what it needs. Playing Recycle effects lets this card shine, allowing you to use it for whichever effect is the most helpful now and then recycle it back for later. If you find yourself using Digi-Diamond for the Draw 2 most of the time, use a different Ace. Other Aces do much more than just draw—yours will get outpaced by them.
Witchmon is a Champion that Boosts Power and can evolve to types.What’s good about it: “ to zero” is one of the rarest abilities in the game—it shuts down Cross-reliant Digimon and strategies like “Drain”, “x3 VS” and “1st Attack”. “Attacks cannot be countered” is powerful and not found on any other champions, so far. +30P is higher than average, helping speed up evolution. Evolving to type lets you play “Angewomon” for “Mastemon” decks, and other / crossover decks. What’s bad about it: It’s not fully , so it can’t evolve from . Witchmon’s support reduces both and to 0, making top-deck supporting risky. Tips: This card is a tactical choice for your Destiny Zone If your partner is BKGatomon. Witchmon’s support ability plays well with Cross abilities like “x3 VS”, “1st Attack” and “Drain”.
Concert Crash makes your power the same as your HP then halves your HP.What’s good about it: It gives you Crash without your Health being reduced to 10. Unlike Crash, if your HP changes your power will not. What’s bad about it: The HP reduction happens before any attack, making it harder to use on your opponents turn. The card is dangerous to use when your HP is low. Tips: It is best to play this when you can get a KO—high health Digimon make this far more likely, while Digimon with First Attack make it easier to use on your opponents turn. Decks that are specialized for Crash can use this to survive Crash attacks they otherwise wouldn’t.
Mutate allows you to evolve to the same level and heal.What’s good about it: This card allows you to refresh HP (with a bonus), evolve from the Abnormal state, and removes Type restrictions when evolving. You can quickly evolve to a Champion or Ultimate by playing one as abnormal, then “Mutating” into the same level. What’s bad about it: Mutate requires DP, gives no discounts and you can’t change level with it. Tips: It is absolutely great for stalling strategies, letting you refresh your Active Digimon and raising your HP. It can also help you come back after your digimon gets KOed. This card allows you to run a higher number of C/U Digimon—especially when paired with other Evolve cards like “Level Crush” and “D-link”.
ShogunGekomon, Is an Ultimate level Digimon with an exceptional body and a support that searches for a Champion.What’s good about it: Shogungekomon’s strong combination of a good HP, solid attack power distribution, and the powerful attack being , makes it a difficult opponent to contend. Adding Drain to this mix means the Shogun can stall and support for quite a while if it becomes outmatched. Generally, any Digimon with a high is tough to beat since you can’t rely on as many tricks. Combine this with the ability to search out Champions to charge DP, exploit Nature’s tactical, well, nature, and you have yourself a recipe for a solid toolbox.
Level Crush! An evolution card that lets you evolve downward and double your HP.What’s good about it: It more than refreshes your HP with very little card investment, keeping you going on the same active far longer than usual. It also lets you use your Mega and then evolve when you get low—forever denying the 2 KO points that Megas provide. What’s bad about it: This card is practically useless when you’re losing, or stuck on Champion. Using it while behind in points could propel you even further behind if the opponent has a solid evolution strategy. The fact that it takes your evolve for the turn can really slow down your game. Tips: Level crush is best used when you’re running Champions with a lot of health. It is best to avoid using it until you’re low on HP or are above Champion. Having Champions with good abilities like Jamming and Shatter can send the game spiraling into a never ending slog for your opponent. Mix with the card “Mutate” for best results.