- 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.
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 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)
- 7 Proxies
- 1 Ace
- 4 Evolutions
- 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…
Articles changed (click for the article):
Minor update—new arts! Today, I spent some time lovingly recrafting everyone’s favorite composite world-enders. Chimeramon and Millenniumon also have name changes: Kimeramon, Chimeramon, no real difference there, just making it easier for some to understand what it is. Millenniumon’s change removes a duplicate ‘m’. For the longest time, that MM was all I could find for the official name, but it doesn’t match with the pattern of Zeedmillenniumon or Moonmillenniumon, so that’s fixed. No worries about updating your Zeedmillenniumon deck: the correct name was already in the evo-box and the DATA card was also fixed.
With these art and name changes also comes a few tweaks. Chimeramon now has DNA from any + instead of Airdramon + . This should impact almost zero decks, since the primary use was with its other DNA set. Now you can finally use Garurumon, Devimon, Kabuterimon, and Kuwagamon! Millenniumon also got a tweak or two: the triangle power and cross power have been swapped to prevent 1st Attack domination; its circle-to-zero addon ability was replaced with cross-to-zero, both to prevent its already huge lead and spice the game up more in case someone takes advantage of one of its many types for x3 VS.
Chimeramon’s name change affected these Digimon’s evo-box: EBEmon.
You can use these immediately in TTS, though they are not updated. Please simply upload the cards and resize them for your deck. For EBEmon, you can skip the extra work and just treat the name as “Chimeramon”.
Last errata update had a couple of missing name changes. I’ve fixed that post but here they are again just in case you missed them: Cupidmon, Holyangemon, Purity Mask, Megalogrowlmon, Deathmeramon, Plottmon. All of these except Purity Mask are correct in Tabletop Simulator.
Big November 2020 Errata
New design philosophy permeates this year’s big errata. There are literal hundreds of erratas, many for effects, balancing, styling, evo-boxes, and especially art. This time, I won’t be able to list them. Instead, I’ve prepared a set of highly important changes plus some new art samples. By the way, the Tumblr had explanations of these art while we worked on the release. So if you don’t know, the VMundi Tumblr is where we do the “making of” and let our hair down a little. Check it out. Now that we can do a lot of much better, more expressive, higher-fidelity, and more varied art, the game will be shifting focus in that direction. There are 3 types of errata showcased below: changed identity (name or concept), art synchronization (to the original PS1 concepts), or upgraded art, usually from something bad or randomly found.
The all-important identity changed cards have name changes, which is very important. Consult this list so you’re aware of these changes. This is similar to the “Mugendramon”, “Atlaskabuterimon”, et al changes before.
Millenniummon DATA** Millenniumon DATA**
Sincerity Mask Purity Mask**
Escape Raft Shining Mane
Giga Cannon Giga Hand
Sincerity Crest Purity Crest
Reliability Crest Sincerity Crest
Check the card gallery for the full library.
I hope everyone’s still excited from the late October promos. As we welcome the harsh winter with solemn contemplation, let’s also celebrate that the Pendulum Zs have made their way into the hands of many happy people. Hopefully, they can be little packets of joy. I know I got a full set of wave 1 and they’re very fun! So here’s a super-early card for the Pendulum Z wave 2, Tropiamon! It’s a harsh, poisonous monstrosity that makes certain attack abilities completely unusable. Tropiamon is a vote for a more nail-biting game with counters and to-zero, and shuns self-satisfying nonsense like Jamming, Draw, and Crash. Look out Mystimon… And on top of that, it sports the new Grudge (hypocrite), and has a devastating bonus stopping all opponent HP recovery effects; plus being able to recycle any 1, which is super powerful and nicely sets up supporting from the top of the deck with your best trashed card, even if it’s your ACE!
Yesterday, I hinted that the pointy hats may not be over. It’s still Samhain, so let’s go. Stepping over the hedge of the Otherworld as a complete wizard, Mystimon makes its appearance! Mistymon? Mysticmon? Whatever, it’s mystical and from Witchelny! Let’s dive right into the new stuff it has.
Evo-box first: The odd thing you may notice is “Wi-mon” and “So-mon” both Level C. The rules for quotation names is that you substitute the “-” part for anything or nothing. So “Wi-mon” for example would be Witchmon or Wizardmon. If it had “Devi-mon”, then Devimon and Devidramon work. The actual permanent effect allows you to change its cross ability every Strategy phase, right at the start. You can pick from any attack ability in the DZ. So if you had BIT-006 Hyogamon in there, you could change your ability into Counter (of course, your Power is now 0 as usual). Bear in mind, that change is a lingering effect and will dissipate at the end phase. But this works to your advantage in case you want its x3 VS back! You can always pick another ability next turn. Here’s a list of what Digimon exist that you can use this with:
All with pointy hats of course. Rulers can’t evolve from normal types, so using names is necessary. Don’t forget they also can’t be played as Abnormal (hence no stat block).
Support effect and Active effect: You may notice some odd stuff going on here. The bubble number ① and ② were added to help with clarity because its box is a bit confusing without them. Both the numbers and the cyan text denote a break in effect. If you SUPPORT, you get ①, and both players will have their power become the same as their HP. Basically, more powerful Crash but…for everyone. So play it at the right time. This is very much the feeling of Nightmare effects!
For effect ② (cyan text), use this from the Active spot like any other Passive ability. When your active is Mystimon, you’ll be able to Discard 1 Option as a cost to then draw a different option from your trash. Spellcycling! You can only use this during times on your own support phase when you can play a card though, so right at the start of the phase and when you are supporting that turn too. Try to think of some interesting combos and bear its limitations in mind.
If you want to know the interesting story behind how I did this art, tumblr post.
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?
Only 4 days till Samhain! And with that, we have a fifth holiday promo—Blue Comet. Witchmon’s broom from the world of Witchelny is an incredibly fast, dimension-crossing transport. If you need a new partner right away, just air drop one in! Blue Comet lets you pretend a Level R you have is like a partner. If you’re out of DZ evolution targets, it’ll still let you use it as a very limited Digivice for Level C evolution from hand (that’s the small text). Since its so similar to Data Hijack, you could potentially have both in the same deck and really flesh out your partner-like experience. Bear in mind, while Hijack looks through the deck and gives DP, this ignores type and gives an evo-bonus.
Another Digimon, another witchy hat. This is the fourth Samhain holiday card, rising from the grave with an army of magically-enchanted souls is…well, Soulmon! This is not quite as weak as the other version of Soulmon, nor as cheap. Grudge makes another return, as the necromantic magicks embedded in Soulmon’s code are highly appropriate for such an ability. But since it’s a master of death magic, many enhancements and wards are set up around its presence. When KO’d (during an evo-bonus), it is worth -1 point as long as it has revival set. Grudge provides easy access, but so does Miracle Ruby, Neodevimon, and others. While you may not plan on losing with this Digimon, but such a threat is always in use even when it is not being played, and can therefore influence opponent choices when they have an easy KO with circle. For the Support ability…no comment. Find your own fun!
The third promo for the Samhain holiday is… Sorcerymon! Fine-tuned caster joins us from the alternate Digital World of Witchelny. Their sorcerers use a programming language that’s abstract enough, it basically resembles the spoken and written word. Spells. It’s spells. Sorcerymon loads up its spellbook with the support ability, straight from your Destiny Zone! Choose your effects wisely, since it means every decked copy of this sorcerer could be any one of up to 3 different spells.
A new Samhain holiday promo card has arrived, pointy hat included! Ghostmon crawls out of the shadows of ruined buildings in a decaying forest. This is a new Digimon from the Pendulum Z, but we created our own DOT art anyway. Yeah, it was teased in the evo-box of the last promo. It’s quite loaded up with a high-endurance body, the ever-present new Grudge ability to revive from death and hit hard, an unprecedented Crash power on Level R, the ability to wipe out an opponent’s attachment, and a constant flatten source. To top it off, the section at the top makes Ghostmon able to fit in any decks that could use Candlemon!