Huge set! Very very exciting! Royal Domain is a big set we’ve been planning for over a year now which is meant to add a lot of Level M cards to the game as well as Aces. Since these cards are only 1 per deck, they tend to get low priority in most sets and have 0-2 of each. But rule of cool: If it’s cool, downsides be damned, just make it. Even if you’re not likely to see your Mega in a given game, we still worked to make each one feel unique and powerful, besides the fact they compliment play styles in the game.
As the word “Royal” implies, this set contains a few missing Royal Knights like Sleipmon, Dynasmon, Lordknightmon. The total number of Ruler Digimon and cards for them have gotten a big boost. But of course—this is Royal Domain. We didn’t neglect the other stages of evolution and there are plenty of Rookie cards with a second printing now. No new Datas, we’re sorry :( but we made a playable Venusmon before the official card game! This set took a lot out of us, especially the development phase, so we hope you enjoy.
Another followup set, this time for XC. Before, those murky bunnies got the followup Lunar Eclipse and now the burning cats get Solar Flare! You see what we did there? These follow-up sets are meant to flesh out their partner Auxiliary set (in this case, XC) and have about 15 cards. These are themed but less so than Aux sets in order to bring more variety. There are actually 3 new mechanics in this set, which is probably a record for something so small. The attack ability “Mimic”, the keywords Fast/Slow, and the mechanic Nova counters. We had a lot of fun making all these new cards so we hope you have as much fun playing.
A new year, a new set of expectations. Our art game is going ever-higher. This time, we have been rigging and customizing models just to improve art while still working on delivering new cards. Here, we have erratas to accompany the new SF set release and art fixes. Some effects also changed.
Firamon Alt-art provided (no effect changes, just non-dot art).
Guilmon Art & types for x3.
Madleomon Leormon name change
Leormon Leormon name change & stats & types x3 & if not effect
Tortamon Leormon name change
Labramon Stats & ability & art & effect & +P
Kudamon Art & type x3
Tsukaimon Effect removed recode.
Gabumon Triangle up
Elecmon Ability to x3 VS & stats & art
Garurumon Art & bonus & effect buffed
Kabuterimon Art & effect to support & bonus
Tekkamon Art & bonus
Leomon Leormon name change
Giromon Art & bonus & effect buffed
Coliseum Art & reverted to old PS1 game style with buff
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.
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 [card type] 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
After this 2020 November errata, I faced a lurking problem: old Cards of the Day. They were no longer accurate! Now they are. I’ve gone through all the cards which were changed and also had a COTD to change all the pros, cons, tips, and various combos and considerations. It was exhausting work, and I haven’t even checked the other COTDs to see if they reference combos with errata’d cards. The work was even harder since I expanded every article, much of which were considerable additions. One major difference—every significant card that was referenced in the old articles uses the new card-preview feature when you hover your mouse. Now you don’t need perfect, librarian-level knowledge of the game! Let the research begin…