Card of the Day by Set

Digimon COTD: Whamon

Whamon (Level U)—The magic of an Ultimate that evolves from itself. What’s good about it: Whamon (like his Champion form) has the highest printed HP of any Digimon in its level. The Evo-box bonuses featuring “Whamon” push the HP even higher. Whamon in the Evo-box gives this card a built in “Mutate” letting you evolve […] Read more

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Digimon COTD: Coliseum

Coliseum—Changing both players attacks to  with various bonuses for yourself. What’s good about it: Coliseum boosting your power is very helpful. Forcing a fight can be very necessary when you need to prevent  abilities like drain and 1st attack. Especially if you want to use your circle with impunity. What’s bad about it: tends to […] Read more

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Digimon COTD: Miracle Ruby

Miracle Ruby—the ACE that keeps on giving. What’s good about it: “Any Phase,” Miracle Ruby doesn’t use your Support for turn. 1000 HP is a fair amount to Revive with. You will see this card again and again, at least until your opponent hits 4 KOs. Revival reduces KO points given to 1, regardless of […] Read more

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Digimon COTD: Beam Gun

Beam Gun—Make your Power 0 to halve your opponent’s HP. What’s good about it: Beam Gun can turn a lop-sided fight in your favor—giving you a virtual attack that is much higher in situations where you’re behind. It’s very helpful for Crash and Counter attacks since they already have 0 Power. What’s bad about it: Halving […] Read more

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Digimon COTD: RedOtamamon

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 […] Read more

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Digimon COTD: Digi-Diamond

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 […] Read more

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Digimon COTD: Concert Crash

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 […] Read more

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Digimon COTD: Mutate

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. […] Read more

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Digimon COTD: ShogunGekomon

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 […] Read more

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Digimon COTD: Level Crush

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 […] Read more

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Digimon COTD: Chainsaw

Chainsaw. An Option played in the Support phase that triples your power. Then after the battle, if you’re still alive, you go straight to 10 HP. What’s good about it: What’s great about this Option is how it really helps come back from an absolute pummeling. Especially if used on the opponent’s turn, so you […] Read more

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Digimon COTD: Black Gear

Black Gear—If your level is lower… What’s good about it: Black Gear is a protective Option for when your Level is lower. It grants a variety of boons depending on your Opponent’s Level; each as good as or better than other cards. C is better “Heap of Junk” with “Whistle” stacked on top. U is […] Read more

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Digimon COTD: Data Hijack

Data Hijack—Evolve from your deck and charge extra DP. What’s good about it: Data Hijack’s primary effect is to evolve to level C straight from the deck. Evolve from deck is bonkers, letting you take full advantage of every Champion in your deck, as long as it’s a legal target. It’s second effect doesn’t require you […] Read more

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Digimon COTD: Gold Treasure

Gold Treasure—A Partnerable Option that helps you get Champions and Ultimates from your deck. What’s good about it: Gold Treasure can fetch you a Digimon for evolution; or you can be cheeky and use it to toolbox supports. The card you search can be one that either has your active in its evo-box or has some […] Read more

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Digimon COTD: Chip D

Chip D—pure card manipulation of both players decks. What’s good about it: Chip D lets you know what cards are coming and set-up your deck a little: Recode means you get to look at that many cards from the top of your deck and put them on the top or bottom. “Chip” named cards will […] Read more

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Digimon COTD: Super Tag

Super Tag—an Evolution card that provides +10P and save all your other DP after you evolve. What’s good about it: Super Tag puts itself into DP, so it doesn’t take your one Rack-up for the turn. It’s one of the few Evolution cards that work when going to Mega. Saving your DP for later has […] Read more

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Digimon COTD: RustTyrannomon

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 […] Read more

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Digimon COTD: Witchmon

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 […] Read more

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Digimon COTD: Plug-In Backup

Plug-In Backup—Keep your deck big and quality while evolving. What’s good about it: Since you often have to use Rookies for Rack-Up, this returns them back to the deck, which is necessary for keeping up throughout late game. Since you get to choose everything that goes back in, it’s very quality and can increase the long-term […] Read more

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Digimon COTD: Hagurumon

DB-014 Hagurumon—A Rookie fit to assist Crash. What’s good about it: Immediately, you’re drawn to the Support ability which attaches and saves you from the perils of Crash. Since —the type Hagurumon most easily assists, has a staggering amount of Crash, it fits right in. Circle to zero helps tremendously to keep it alive on a medium-strength […] Read more

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Digimon COTD: Biyomon

DB-013 Biyomon—An evolution-primed Rookie with serious hate. What’s good about it: The amazing ability to toolbox a Champion for direct, immediate evolution from the deck, which ignores DP since it’s outside the evolution phase. That ridiculous triple hate of  with a high 200 base power for it (this is good even for many Champions with x3 […] Read more

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Digimon COTD: Meatvolution

Meatvolution—A silly name but a serious healing card that recovers 300 HP when evolving. What’s good about it: There’s nothing more to say than free meat! HP +300 (nearly unvoidable) outside of the Support Phase is pretty ridiculous, and like most utility-evolutions, Meatvolution sets your new Digimon up for success early. In this case, you get […] Read more

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Digimon COTD: Reppamon

Reppamon—A Champion with heavy emphasis on support. What’s good about it: The evo-box damaging ability is always welcome, as -100 HP to the opponent could result in a pre-Batttle Phase KO. You can choose to pay the Support cost or not, which makes this at the very least not bad to top-deck. Reducing the opponent’s Power […] Read more

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Digimon COTD: Sniper Disk

Sniper Disk—Evolution that lets you “snipe” cards right out of the opponent’s deck. What’s good about it: You get to see your opponent’s entire deck and every card that remains. This can target an Ace! It can also target Firewalls. You can hit an opponent’s Partner or Level Us to stop their plans early. If you […] Read more

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Digimon COTD: Death Evolution

Death Evolution—A new firewall and stops Evolutions in their tracks, and maybe an Option. What’s good about it: It has a very rare ability: the power to be played during the Evolution Phase and void an Evolve card. On top of that, it can also stop an Option card later in the Support Phase, if you […] Read more

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Digimon COTD: Megidramon

Megidramon—Crazy, Passive-based, maniac Digimon. What’s good about it: Wargrowlmon provides a crazy-high reduction in DP cost. It has a very easy DNA, since half the requirements just have to be and Level U. The HP on this incarnation of terror is huge for his typing. “Attach D”, while not incredibly ridiculous by itself compared to other […] Read more

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Digimon COTD: Incubator

Incubator—An Evolution from the up coming Data Beakers set. Attach a card from your deck while evolving. What’s good about it: Incubator lets you set up your newly-evolved Digimon for a much more fruitful lifespan right out of the box. It replaces itself after you use it, with the handy draw 1. Since you’re evolving by […] Read more

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