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!
In the weeks leading up to everyone’s favorite holiday, here’s a special promo. Question: Since Witchmon’s magic is a programming language, does her capability still increase during this time of year when the barrier between the Other World gets weaker? She is from Witchelny.
If you’re looking for how Flatten works, check this article.
How it all started
In Digimon World, you could inflict an LCD status effect on an enemy Digimon called “Flat”. It reduced their 3D model to a DOT sprite like in the v-pets and caused them to use a weak attack. It seems pretty appropriate to include for any 3D Digimon game that wants to include DOT sprites as with set Bit Depth. At the time, I already had this mechanic planned but no theming. So reducing the opponent’s dimensions one by one until they pop out of existence made a lot of sense. Originally, the balance was centered around having to obtain 4 instances of flatten. This didn’t test well. It took far too long to 4-hit-KO even when it can pierce evolutions. The next step was to tweak that number until it felt right in many many games. There was one point where I was torn between requiring 3 flattens and a regular damage hit versus 4 flattens and I ended up just including both due to how supports could be used to add more flats. The 3 flats with damage requirement was slightly too powerful while 4 as a fixed amount was way too slow without a constant supply of support-based flatten. Read more
New promo cards!
Before the next errata list drops and an upcoming set is released, I’d like to give everyone a couple of cards to play around with that I think are pretty interesting.
There are also 2 new symbols created to make player’s lives a lot easier. In the past, there has been confusion about which evo-boxes give effects permanently (like Power changes) and which are one-and-done. With all new cards (and any that happen to be errata’d in the future), evo-boxes with permanent effects will have the Permanent symbol, denoted by a stylized lemniscate . These are only found in evo-boxes for bonuses, so other permanent effects won’t have the symbol.
The second symbol is to denote an opponent, marked by this target-looking thing . Originally, the “opponent” symbol was only needed for evo-boxes to both save space and clear up confusion about whether an effect is you, your opponent, or both players, but will now also be used in all effect boxes on any new cards. The word is just used so often that unlike permanent effects, I see no reason to make it specialized. This should save a lot of room, clear up a lot of confusion, and increase reading comprehension.
Both symbols’ meaning have also been added to the rules page.
New effect: GRUDGE.
Sounds menacing right? Grudge is the middle answer to threatening a particular attack between “to zero” and “counter”. It works the following way:/ / Grudge: An attack ability or effect (granted similarly to Counter), which makes you attack second, double your Power against the specified attack, and revive with your Power as HP if you’re KO’d by that attack.
In technical terms, here’s how you play it during the Battle Phase when attack abilities resolve:
- Get a stack of 2nd Attack. This is like removing a stack of 1st Attack, including if it’s your turn. It doesn’t make you guaranteed to attack last like Counter.
- If used the attack specified on Grudge, double own Power.
- If KO’d when an opponent used the Grudged attack, revive with HP equal to your Grudge attack’s Power. Do not revive if that Power is 0. Note, you would not still get to attack after revival since that timing has passed. Revival happens after attacks.
It’s like a real grudge. You predict what attack your opponent will use, get a power boost, and insure yourself against KO. The opponent still receives a KO point as with any revival. In fact, the revive part follows all revival rules including a Level M no longer counting as 2KOs after that revival. Because the 2nd Attack of Grudge is not permanent as with Counter, you can still use the “1st Attack” ability to sort of cancel-out that effect and go by turn order. When you play Grudge, try to imagine your Digimon taking it to the face and having the poise to come back with something fierce, even if it’s from the grave. That should give a clear image of what’s intended. This can severely curb someone’s attempt to KO with a specific attack, such as a Circle which can 2-hit-KO your Digimon when it has Circle Grudge. Like a “to zero” or “counter” effect, this introduces an element of risk and prediction. This can also be an interesting way to punish 1st Attack, since that’s normally used to ensure a KO.
Have fun everyone!
Card Change—Millenniumon DATA is ridiculous!
It’s time this one had a wee bit of an update. Millenniumon’s DATA card has been heavily contentious since its release (and before its release frankly). There’s an obvious bug that needed plugged with this little blighter for quite a while. Thanks to user Darkness for motivating me to finally solve the problem :)
The bug: Mulligan your hand until you get this on turn one. Fetch your ACE, Partner, Firewall or any 2 cards that will allow you to set up. Your mulliganed trash goes back into the deck. Your only sacrifice was evolving to Mega, which may not even be necessary if you grabbed Download and any Level U.
The fix: Firstly, let’s put a stop to mulligan breakage. Mulligans are intended to be risk-reward, at least for a while until you can get some other cards to replenish the deck (provided this is your style). A clause was inserted that you (Do not use if you mulligan this turn). Following that, we double down on restrictions by forcing a player to pick 1 from the trash and 1 from the deck. The whole idea behind shuffling the trash back in before picking was to allow seamless picking from either zone. In this case, we’ll restrict access to the cards you want so that you have to wait till mid/late game if you want to get two nice cards for the price of a data-break.
The future: Going forward, will this fix the inherent problem? It’s difficult to say. Searching effects are always very powerful in any strategy game. It’s appropriately costed as long as a perfect early play isn’t possible with that cost (no late-cost is ever enough to equal a perfect early opening in any game). One possible existing exploit is to use repeated mulligan to get this card again, then wait one round to activate it and do something similar to what you would before the fix. Maybe not exactly the same, since you won’t have access to 2 from the deck and therefore how much you mulligan actually matters (notably, if this card is later in your deck, you’re punished less in this case). However, it can’t be denied that this will hamstring powerful opens such as Download+Ultimate, Partner, ACE, and so on. More to the point: this will give an opponent a turn to respond. One of the picks is now visible from the trash and therefore can be anticipated. Plus, they can now aggressively mulligan for their blocking/counter play. Only time can tell if this will be enough to curb the madness of Millenniumon.
If you have anything to add, don’t hesitate to reach out and leave a comment!
For those of you who use Tabletop Simulator: the module will not immediately be updated, so please use this post as reference material until then.
The first of the small, approximately 10-card supplementary sets is here: Auxiliary Set A (or XA for short). This symbolizes a switch to a smaller set format so that I can actually release these as a solo creator more rapidly without having to make massive, difficult-to-playtest, sets every year or so. The intent is also to theme them around some central idea. This set’s theme: Dracomon! You’re getting reprints of Dracomon, Coredramon (bringing the total to 3), Groundramon, Wingdramon, and Examon. There are also 2 new DATA, a new Evolution, and 2 new Megas that were sorely needed. The gallery has been updated with these cards too.
You may notice the new Attachment icon in XA-008. Pay attention to that because it will be how attachments are handled going forward! Anything after that icon in the #fa498b;">magenta text is the ability given once it’s in an attachment slot. It may also be used going forward for other purposes such as “Trash 1 [attachment]”. Cards with that icon in their text will be considered “attachment” cards, much like how Ace and Firewall keywords are used to identify those types of cards. For now, there are no plans to retroactively change every card that attaches in the game but I’m trying this out as the new patter going forward. The rules have been updated to include the new icon’s definition. It may take some time for me to update the site’s icon font so it can be displayed.
For high skill players, this deck is packed with ways to take advantage of specific situations and force edge cases when brute force isn’t enough. Cherrymon, Knowledge Crest, and Super Evolve are built-in toolboxes. Much of the rest of the deck is dedicated to drawing cards, power gain, racking DP, or exploiting evo-bonuses multiple times. Bladekuwagamon, Vegiemon, Moxie, and Knowledge Crest are all valid attachments; so more experienced players should take note of when they might have to free up a future attachment slot to pivot their strategy.
Primary type: (30)
Rare types: (2) | Lesser types: (1)
Entirely weak to Jungle x3 VS, with extremely rare other weaknesses.
Suggested pre-setup side choices:
Prioritize removing these particular cards in the pre-setup. Adjust to your matchup.
- Silver ball
- Mega Disk
- Metal Parts
- Vending Machine
- Disrupt Ray
This pre-setup removal will prioritize saving blow-out cards for later game. A more offensively focused pre-setup might remove 3 Cherrymon’s Mist and keep Behemoth, Metal Parts, and Disrupt Ray instead. This could allow for some early KOs in critical matchups.
See visual list for specific card versions whenever ambiguous.
Jade Library is heavily reliant on churning through the deck both to evolve quickly and set up the trash for future play. Keep the following in mind while playing:
- Breakneck evo-speed. This deck has some of the fastest evolution without level-skip in the game, allowing you to make maximum use of HP to stall and get to Mega while dishing damage along the way.
- Above-average endurance. Despite the low base-HP on many Digimon (except Mega), this deck contains a lot of Drain and Recovery. It’s possible the endurance is even higher, especially if prioritized when using search effects.
- Wellspring of draw. Most evo-bonuses have draw and the deck quickly gets into situations where it can draw 1-2 extra per turn.
- High level of void. The deck natively contains 9 cards that void but can search and re-use them ludicrously.
- Great consistency. The re-use of Digimon supports plus recycling combined with the singleton nature of many of its cards allows the deck to wear many hats, often times at-will.
- Below average power. Like with most Jungle decks, until Level M, the deck suffers tremendously on attack power. Its relative power is higher early due to the fast evolutions, but the equal-level power falls hard. This can be mitigated with much of the power-increasing support but the base damage is low enough and priority is typically on defense enough that it tends not to be effective until Ultimate or Mega.
- Attachment hell. Unlike many decks with attachments, this one can be hell at times. If attachments are drawn in the wrong order (such as Knowledge Crest early or Vegiemon late), it can bring the efficacy of the whole deck down. Try to mitigate this with recycle when they hit the trash or simply take mulligans on the good faith that you’ll still get to evolve with any hand (which fuels Knowledge Crest anyway).
- Vulnerable to Static. While not a terribly common effect, the deck does rely on trash placement enough that static can be a bummer to face.
Watch out for the following Megas, which can actually rival Herc directly:
- Boltmon: Jungle x3 VS = 1500 Triangle, huge HP
- Moonmillenniumon: Huge HP and can stop all Herc’s best attacks, can’t be void, can search an Ace
- Zeedmillenniumon: Huge HP, can’t be void, search any 2 cards to deal with you
- Omegamon: Attachment and power superiority, nearly strictly better version of Herc’s passive
- Examon (BR): High power, can charge up DP then DNA for an activate so powerful it one-shots
- Millenniumon, Diablomon, Hi-Andromon: Each can Crash for a one-shot. Otherwise superior power and very high HP.
Despite the number of contenders at Mega, most of the rest have to work very hard and it’s peerless against Ultimates. If speed, a toolbox, consistency, high draw power, and a very powerful Mega sound appealing to you, give Jade Library a try.
For high skill players, this deck has multiple layers of consideration: what to toolbox when, how aggressively to mulligan for a type-hate champion, or keeping track of deck size are all important. Mostly, it’s a deck for those who prefer to hit one button (Cross) and keep hitting it for most of the game.
Primary type: (25)
Lesser types: (2) | Lesser types: (3)
Rare types: (1) | (1)
Mostly weak to Wind x3 VS, but several additional weaknesses occasionally.
Suggested pre-setup side choices:
Prioritize removing these particular cards in the pre-setup. Adjust to your matchup.
- Mega Chip
- Silver ball
- Mega Disk
- Dark Wings
- Cherrymon’s Mist
This pre-setup removal will prioritize getting as much early-game as possible and minimizing late game. In some cases, early Mist could be better than protecting your Cross with Letterbox, so make adjustments where needed.
See visual list for specific card versions whenever ambiguous.
This deck is incredibly vitality-based and capable of paying trash costs almost indefinitely. Let’s take a look at some of its strengths and weaknesses, and keep these in mind while playing:
- Above-average evo speed. Super Tag and Incubator have a habit of making DP costs very low with added benefits, plus 6 copies of +30P cards.
- Above-average endurance. Hits the mark for HP and keeps going. Combined with its heals, this deck tends to sit at 1000 HP+ for champions and can be 2000 HP+ for ultimates. With proper recursion of Mega Disk, it keeps going.
- High-to-Bullshit Power. When the typing is right (which is usually), this deck’s power is outright bullshit. Flat power bonuses stack immensely with multipliers which this is abusing heavily. When that fails, it falls back on the completely celestial power ratings of Ruler Digimon.
- Infinity engine. Reload, Dukemon, and other recycles in this deck tend to make it an infinity gauntlet of useful cards being played over and over. It’s nigh-impossible to beat this with a trash strategy except with numerous well-placed voids (or a Dark Destroy right to the ace, for deletion). Can mulligan incredibly aggressively, especially to cheese a Reload into the hand.
- Never fails. All of the conditional effects in the deck tend to have “if not…” triggers that give you some other effect anyway. This makes cards capable of multiple roles that shift throughout the game as your standing shifts.
- Champions can be sticky. Since all the champions cost 40 DP and get no discounts, it’s incredibly difficult to start off on champion immediately without some form of evolution card assistance. This is where Penguinmons, Super Tag, and Incubators combine with the racks to make evolution possible.
- Vulnerable if Reload gets buried in the trash or deleted. Be wary of trash decks nevertheless since Reload is incredibly necessary to the deck. Once that passes, Dukemon, Patamon (if not) Puppet Switch and Kokatorimon are the only hope to recover it.
- Magic Word is a soft counter. As said, Dukemon has a hard time with Magic Word on the field. You can remove your own easily enough but you’ll likely have to bait out the opponent’s with a powerful Option.
- Self-type change can disable the deck. Opponents who use Data Morph, Scummon’s Curse, D-Link in a multi-color deck, or Puppet Switch may prove tough due to their ability to use type changes to evade the brunt of your damage.
- Often lacks draw power. Despite the singular V-dramon, alternate Patamon supports and misc draw scattered around, the deck does lack a significant source of draw and relies heavily on Reload.
Valdurmon—For when Phoenixmon isn’t intense enough.What’s good about it: Every Digimon has a ability but very few have a ability. Valdurmon not only has both but also an implicit ability! Evolving in the typical way using its evo-bonus gives a heavy Draw 3, which is an immense advantage while a Mega is live. Valdurmon can even continue to draw using its cross ability, so your hand never dies. This Digimon is incredibly defensive with its 1840 HP and Shatter ability combination. In addition, its ACTIVATE is nearly as powerful as the ACE Ground, with an additional Recycle any 5, which can be the end-game gambit for filtering your deck into using your best cards ad-nauseum. The ridiculous Phoenixmon DATA card is valid in this deck. Valdurmon also has a generic Level U DNA, making it pretty consistent even for decks that will have trouble racking 60 DP—which Wind rarely has trouble making. Lastly, Valdurmon’s cross is about as strong as most Level M/U triangle power, which is unique. What’s bad about it: As ACTIVATE abilities go, this one is pretty limited. Being forced to use can delay a safe window for it several turns depending on the opponent. Since its DNA includes a Mega, the Phoenixmon DATA card must be in-hand to skip the 60 DP requirement. Despite being a Ruler, its numbers are overall a bit lower than many 60-cost Megas due to the staggering number of attack abilities and their utility. Despite this, Valdurmon has no recourse (such as Counter or To-Zero) against a stronger Digimon with more powerful attacks. Tips: If you want to use Valdurmon without being roped into Garudamon, Piximon, or DNA try using Penguinmon, Love Crest and Moxie to get extra evo-bonuses (Plug-In A isn’t valid for Level M). You could also double the bonus and draw 6 cards! Having a Ruler type means the ability to use Dominion to freely add/remove Types during your turn. Make the best use of this by including Digimon with extra types so as to be able to play Pink D3. Using Phoenixmon DATA for the Data Break can be an effective way to keep your ultimates live and in the game when losing horribly and the prospect of evolving to Valdurmon seems unlikely. The data’s Any Phase also compliments Valdurmon’s two draw effects by making sure your hand size stays consistent throughout the game. Recovery Supports or Evolutions (around +300 or more) are useful the turn Valdurmon enters the field if 1840 isn’t enough Power, which should then be enough to kill most Level U/M in the game. Love Crest is incredibly devastating with Valdurmon and it may even be recommended to use Incubator to search the turn it enters play. Since the ACTIVATE says “make own Power same as own HP“, it won’t matter if becomes the weakest. What might actually matter is if becomes incredibly strong with Shatter (250)! In addition, Love Crest immediately grants an evo-bonus so you can Draw 3 again. One last tip: Valdurmon’s ACTIVATE has one of the most powerful recycles available, in that you get to choose any 5 to put back into the deck. Wind tends to be able to make use of decks that run 1 copy of multiple powerful or situational Option cards, draw/self-trash a ton of the deck, and then put the best cards back in for re-use later. This can effectively make their late game a kill machine. Valdurmon’s recycle is like a turbo charged version of an entire Wind deck archetype.
Research—what does the scouter say?What’s good about it: Changing your attack after seeing the opponent’s, allows you to pick the highest-damage, safest option that can dodge their attack abilities; choose your own cross if you know the opponent used a relevant attack; and you can play this in response to “If both attacks are same”, “different”, or “If opponent used [attack]” to effectively void the card by ruining its condition. Research can also be attached for permanent knowledge of the opponent’s hand—an extremely abusable packet of information. The turbo (cost of static 2) changes the slow support effect timing into “Any Phase”, so you can see the opponent’s attack, change yours, then immediately support with something that takes advantage of what attacks were chosen; or simply attach it and support in a way that takes advantage of hand knowledge immediately. As a proxy, it can be most effectively used with partner-searching effects and on a partner with some battle related support to close up its weaknesses. If one of your own attacks has Jamming, you can void the opponent’s attack ability and Digimon support, then resolve Research to change your attack to something more powerful—effectively giving your strongest attack Jamming. What’s bad about it: By default, this is support timing and doesn’t help the battle by itself. Even with turbo, you have to static your own trash (which is a cost and can’t be skipped, so is a dead card early game). It’s true that you can make up for a lack of skill at attack prediction, but over-reliance on Research could become a detriment to your own personal growth. Since it doesn’t help with battle, playing it as support can be a waste of a turn. Tips: Pair the attack changing effect with defensive cross abilities like Jamming, to-zero, counter, grudge; or against those abilities to use your best attack that isn’t being countered. For the same purpose, Data Morph admittedly tends to be better. There are some unique situations where Research’s attack change is better though, such as an opponent with Counter (all attacks). You could switch to your weakest attack and take as little damage as possible, where Data Morph would be the worst case scenario. Research can go beyond this; Turbo creates powerful combos with cards like: Cyber Parts, Short Lance, Net Worm, Uninstall, Deluxe Mushroom, Lucky Mushroom, Coliseum, Starmon, Magic Word, Liquid Crystallize. Any “both players use [attack]” is also incredible when you can simply change your attack afterward during the first step of the Battle Phase; some examples are: Balmung, Mystery Egg, Giromon, Impmon.
X-ray hand vision is incredibly useful for discerning the best time to play discard effects, especially random discards like: Heap of Junk, Scummon Curse, Lie. Discard-all effects also become far more timely and less damaging to yourself when you know exactly what is being trashed. Examples: Fakedrimogemon, Deathmeramon, Lilithmon, Chaosdukemon, Superstarmon, and you’ll know what effect they’d likely pick with Bombnanimon. The combos and possibilities with Research seem endless because it gives the one power that is normally forbidden in Digimon Battle Evolution—and one thing many aspects of the game hinge upon: hidden knowledge.
Silver Ball—more like cannon ballWhat’s good about it: Doubles your power and sets the opponent’s to 0, allowing an easy come-from-behind when you lose the evolution race. Since your own Digimon can be any level when used, it can also act as a “get ahead” gambit that preserves your own health while taking a significant chunk out of the opponent. The “If not” case can be really helpful as well, though not as strong as cards dedicated to discarding. Discard 1 can disrupt your opponents ability to evolve, rack DP, Support on the next turn, or even dump them into the dreaded 0-card hand. What’s bad about it: Silver Ball tends to be least effective when your opponent is stalling or losing, which makes it less effective if there’s a significant gap in deck or player strength. Until such time, it’s a mere discard 1 which can be difficult to time properly or prioritize when you should presumably have more impactful effects. Having multiples of this card is therefore not very recommended. Tips: Since, most every deck tries to evolve to Ultimate and Mega Digimon—which are big and hit hard, Silver Ball tends to be devastating when played at the right time. Put one of this card in your deck and most of the time it acts like having a second ACE. It should almost always start in the side pile, so as not to clog the opening hand. Key moments to play this card are when the opponent is Level R or C but has 1 card in hand or when they’re U or M and doubling the power would decrease the number of hits-to-KO. Alternatively, when they’re at Level U or M and their attack would KO. When you calculate potential damage for both players, it can sometimes be better to wait for your opponent to reach Mega. If you can tell the current Ultimate won’t deal a knockout blow and the Silver Ball is close enough to KOing their Mega (they haven’t played yet), try saving it for that instance and net two KOs! Silver ball is both a sword and shield against the strongest Digimon in the game; as such, it is a tool from which every deck can benefit.
Cyclomon and Monochromon—A Double feature of evo-bonus madness! These two dynamos of evolution are quite similar.What’s good about them: The evo-bonuses of these two Digimon combine deck searching—one of the strongest effects in the game, with Evolution cards—one of the most powerful cards when used correctly. Their circles are incredibly powerful on such high HP. Monochromon’s strong attack distribution is balanced to an almost ideal body and has one of the best circle-to-HP ratios in Level C, with an aggressive support. Cyclomon is even more of a tank, has the exact ideal attack distribution, with a similar HP ratio. If you can’t predict the opponent’s attack for use with your cross ability, Cyclomon’s support does it for you. Supporting with Cyclomon first means you won’t eat a Coliseum or similar. to Zero is a solid Cross ability both Digimon share and with enough of it in a deck, Cyclomon’s support becomes a menace. You can get the obvious and fast evolutions like Digivice or Super Tag, but also utility evolutions like Burst Growth, Meatvolution, or Plug-In A. One of the best targets for this bonus is Fated Spirit since both evolve to several dragons and a few metal—the end result of which is similar in potence to an Ace like Super Evolve. On top of that, it can search the insanely strong Firewall Immortalize! What’s bad about them: Independently, Monochromon’s support is situational to a safe use of circle. Cyclomon’s support is situational to even wanting cross but only when you’re unsure—so maybe wanting cross? Playing both in the same deck for their evo-bonuses is quite difficult, because they don’t share Rookies in common. The evo-bonus is very central to these cards so they are lackluster in decks that aren’t tailor-made for their evolution tree, which limits effective deck building. Some Evolutions like Warp Digivolve or Data Hijack are a bit less effective simply due to the nature of their level requirements. Using those cards would rely on getting KO’d. You can’t search all cards with the “Evolve” timing, only yellow-border Evolution category cards. Tips: Don’t try to have Monochromon and Cyclomon together in a deck unless you work around their evo-box names. Losing bonus consistency to gain evolution consistency is pretty counteractive. Use a partner that can evolve to one of these, since you’ll get the Evolution search for free and the partner itself can be searched with Partner Finder. A take any 1 Evolution effect improves the reliability of Hyper Digivolve, since it’s an incredibly unique effect, often central to the strategy of a deck, but mercilessly limited to 2 copies. After fixing the reliability problem, you now also meet the Level C requirement, so they can jump straight to Level M later. Don’t forget to re-consider all the Evolutions you normally avoid due to limited usability. If you have 1 copy of several Evolutions like Incubator, Sniper Disk, Plug-In Backup, you can count on having a very robust next evolution. D-Link allows your Level Us to be a different type, and require less DP. D-Link would therefore open up many new creative combinations not yet explored here. Evolution that “activate an evo-bonus”, such as Plug-In A or Jogress are even better, since you’re able to move away from the rigid evolution tree with Monochromon and Cyclomon.
Dark Evolve—The most tooled version of three other Evolutions.What’s good about it: Dark Evolve works like 3 previously printed evolution cards at the same time: Warp Digivolve, Digivice, and Mutate depending on your current level when played. As a Warp Digivolve replacement, it can take you from R to U (with no DP cost). It’s a Digivice when progressing C to U without DP. Lastly, as a Mutate from U to U and allows abnormal. Since the three aforementioned Evolutions are not always a valid option by themselves, it’s incredibly useful having one in the deck that is always live. Dark Evolve can be used even when you’re abnormal for even more versatility. Since it ignores DP, you get to keep any that was racked. Not for nothing but since it attaches and provides a downside, opposing “Shatter” abilities will backfire, causing opponents to be less likely to use them and also get the damage reduction effect. What’s bad about it: Plan to replace or detach Dark Evolve. If you don’t, the passive conditions are totally devastating. Without a way to remove this attachment, your shiny new Ultimate is defenseless to Counter, Flatten and To-Zero effects as well as every single prediction-based Support. Having someone support with Net Worm and kill your entire hand would be game changing, Ultimate or not. Since it also removes the ability to use “Any Phase” effects, Dark Evolve can significantly limit deck building. It would be difficult to include the ACEs Digi-Diamond and Miracle Ruby, DATA cards (if using the Any Phase primarily), half of Partner Finder and Data Morph (many more), both Super Hit and Moxie will have to be played as Support to attach, and could be voided. While it has one of the use cases from three different evolutions, it doesn’t have every use case. You can’t Mutate C to C or Digivice R to C. This is significant only for the fact that Ultimates tend to be at a lower quantity in the deck and thus less likely than Champions to be in a given hand. Lastly, having to trash 5 when you get KO’d or even when you net a win is pretty steep. That’s a forced full-hand mulligan which essentially means you can’t take a mulligan during a game that Dark Evolve has to stay attached until your Ultimate dies. This is yet another significant restriction but is still a kind of soft-restriction, since you could barrel in head first if you want. Tips: If you play something like Lesson Plan or Nanimon which requires/allows you to discard an attachment as part of its effect, you won’t have to run as many attachments in the main deck to clear a Dark Evolve quickly. In this way, you can technically use those cards (or Support attachments) to trick the opponent into using Circle hate while choosing another attack (don’t get voided!) and Dark Evolve would be removed by the time your attack resolves. Attachment-heavy strategies, like Flatten which uses Letterbox, can make Dark Evolve a tempting Evolution. Be careful of having cards like DarkLizamon, Super Hit, or level Ms that add attachment slots. Since you’re not allowed to remove attachments at-will, these will put you in more danger of having to keep the Dark Evolve. Notice the pattern with deck building and Dark Evolve: don’t bother building an entire deck to cater to it, but many decks can run it without much risk. This goes double for decks that can’t easily search the Dark Evolve since its trash 5 penalty makes it too risky to aggressively find with mulligans. A copy or two in a Monochromon/Cyclomon-heavy deck can be wonderful in theory, due to the evo-box search but consider that a Digivice is strictly better to find in that instance. Cards that change both players’ or your opponent’s attacks like Coliseum and Disrupt Ray help temporarily cover the stopping effects and tend to be good enough to run coincidentally with Dark Evolve instead of as a halfway solution to it. In short, build the deck smart with quick ways to remove the attachment but don’t dedicate a huge chunk of the deck to this card since it’s limited to 2 copies and therefore could weaken the deck overall.