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Monday, September 23, 2024

BT17 Blue/Yellow (MagnaX (BT16)) Deck Profile

MagnaX is one of the Veemon decks who got hit by the ban list which means, I wouldn't be able to make 2 decks for this kind of build. I mean I can, but that build will not be using any new supports from BT17 set. This also includes the new promo who would work very well in this build. We are missing Blue Scramble who is coming out later in the English format who would work very well in this build as we need to focus on Veemon to work.



BT17 MagnaX






How it Works?

There is a downside to this build, and that is the amount of promos needed to build this deck in real life. Knowing Bandai, unless somehow they can reprint some of these promos, they won't be cheap to acquire. At least the next set for this deck, the promo will come in a booster set which will be easier to get. Anyway what we want with this build is to be as aggressive as possible, using Davis promo to spam Veemon, and then we could digivolve on top of Veemon with the Armor Form Digimon. They have Armor Purge, so we won't worry too much when they get deleted, unless they are using reduce DP effects.

Personally with the limit of Awakening of Golden Knight, it has makes way to use more option cards, since we mainly run 3 if this card didn't get limited, forcing the use of option cards, more limited. But right now I think it is okay, however, I am also debating whether to run Fire Rocket along with Zubagon Punch for Security Attack to make the build more aggressive. I think I can make some room by reducing some numbers, but I do quite like the current Option cards line up who mainly ramp up so we can play our Armor Form Digimon.

The Level 7s


What I like about all these Lv7s is that it works with BT16 MagnaX, so we won't be having any problems to digivolve on top. However, with the exception of Paladin Mode, DeathX and Ruin Mode won't be cheap to get even if you are only running 1 copy each. I am also running 1 copy each as they would work in certain situations, but mostly MagnaX is strong enough to go against your opponents. DeathX have 3 different effects, the first effect is when you would play this card, reduce its memory cost by 3 for each Digimon and Tamer your opponent has in play, so if they have at least 7, since we can spam Digimon with ease, we could easily play DeathX for free. The second effect works on play or when digivolving, De-Digivolve 1 all of your opponent's Digimon, then delete all of your opponent's Lv4 or lower Digimon. This can hurt your opponents especially when they are spamming low level Digimon to set up to attack, Finally, the last effect works at the end of your opponent's turn, delete all of your opponent's Digimon with the lowest play cost. It will punish your opponents if they only have 1 Digimon in play unless they have ways to prevent that Digimon from getting deleted.

Ruin Mode is a very strong card to have in the build even if we are not running any Shinegreymon for the card, so we would be ignoring the digivolving cost as it won't matter in MagnaX build. Ruin Mode have 2 effects, the first effect works when digivolving/on deletion, until the end of your opponent's next turn, all of your opponent's Digimon loses 5k power. This effect is okay, but what I am after is the second effect which makes this card really strong. The second effect works at the end of attack, delete this Digimon and 1 of your opponent's Digimon to perform a security recovery. Then, if you have a Tamer, hatch a digi egg to an empty space in your breeding area. The second effect will trigger the first ability creating a board wide situation similar to DeathX as well as wiping their highest DP Digimon on the field. But we could also recover so we could survive longer as we don't have BT9 MagnaX for the defensive plays.

BT17 Paladin Mode can also be used in this deck, not only that we could play Paladin Mode for free thanks to Blast Counter. The first effect works on play/when digivolving, trash all digi sources of all of your opponent's Digimon. Then, return all cards from your or your opponent's trash to the bottom of the deck. If this effect returned a white Lv 7 card, gain 3 memory. I am only running 1 copy, so we won't be gaining any memory, but the rest of the effect will be very handy. The second effect works when attacking, by returning 1 of your opponent's Digimon with no digi sources to the bottom of the deck, unsuspend this Digimon. This effect is not once per turn, so as long as you can return your opponent's Digimon, you can keep unsuspending Paladin Mode and attack again.

X Antibodies


The only 2 X Antibody card in the build, one is mainly a support whilst the other is a X Antibody Digimon. BT16 MagnaX is the main card of the deck. You can digivolve on top of a 2 colour Magnamon in its name for 5 memory, then we have Armor Purge and Blocker. BT16 MagnaX also comes with 2 effects with the first effect works when digivolving, if MagnaX or Armor Form traits is in this Digimon's digi source, until the end of your opponent's turn, this Digimon gains 3k DP and isn't affected by your opponent's effects. Then, unsuspend it. The second effect works all turns, when a card is removed from security stack, you may activate this Digimon's when digivolving effect. This way, we could constantly trigger the 3k DP and protection effect, but we can also swing twice as long as your opponents have security cards. We do have a card which can trigger this second effect, but we won't be swinging twice, instead, it is to make a safer choice to keep MagnaX on the field as we lose to security effects who can remove MagnaX.

Shuu Yulin is a Tamer that can be very useful with the MagnaX in the build. Shuu have 3 different effects, the first effect being a security effect which is play this card without paying the cost. The second effect is a memory setter and that last effect is a Mind Link ability with 1 Digimon with X Antibody/Digipolice trait. Obviously we are not running any Digi police, but we are running X Antibody. The inherited effect have 2 effects with the first effect works all turns, while this Digimon have X Antibody/Digipolice trait, it gains Alliance and Reboot. Alliance will be very strong, but more importantly is the Reboot effect that works amazing with BT16 MagnaX as we could swing twice with the Digimon whilst still having Blocker during your opponent's turn. The second effect works end of all turns, you may play 1 Shuu from this Digimon's digi sources without paying the cost. You mainly want to play this at the end of your opponent's turn so you could get the memory setter effect going.

Armor Form


For the Armor Form Digimon, I am not running all Magnamon line up, but if you can't get your hand on promo Flamedramon, then you might as well use the other Magnamon to replace Flamedramon. All of these cards will have Armor Purge protecting Veemon from getting deleted unless they are using reducing DP or returning cards. BT8 Magnamon can be digivolve on top of Veemon for 3 memory. It is a card that works better in the late game more than early game and have Blocker. BT8 Magnamon only has one effect and that effect works when digivolving. When digivolving, unsuspend this Digimon, and it gains 2k DP for each Armor Form trait in your trash until the end of your opponent's turn. The more Armor Form cards we can get in trash, the more power we can get for Magnamon and potentially digivolve on top using BT16 Magnamon, so we could do at least 3 attacks in one turn.

Promo Flamedramon can be digivolve on top on of Veemon for 2 and on top of Armor Purge, we also have Raid. Raid will be very useful for this card as we have an effect that triggers for Raid ability. The effect is when this Digimon's attack target is switched, your opponent adds the top card of their security to their hand. Of course Blocker is another way we could trigger this effect, but after reading the effect, I doubt your opponents would use Blockers to stop this attack, which is why Raid is very strong with this ability. This can also makes BT16 MagnaX even deadlier as we have reduced 1 of their security.

ST17 Magnamon will be like BT8 Magnamon where we digivolve on top of Veemon for 3 memory, as well as having Blocker. However, we have 2 different effects. The first effect is a security effect where you can de-digivolve 1 Digimon, at the end of the battle, 1 of your Digimon may digivolve into this card without paying the digivolve cost. What I find is that you don't have to De-digivolve your opponent's Digimon as it doesn't mention anything about opponent's Digimon. You could de-digivolve your own Digimon to trigger Magnamon's when digivolving effect. When digivolving, trash the top digi source of 1 of your opponent's Digimon for each of that Digimon's colour. Then, return 1 of your opponent's Digimon to the owner's hand. A lot of builds are running 2 colour Digimon, so this can be very effective at trashing 2, but there are some decks where mono colours are enough for the build, making this effect less effective.

Veemons


The main obvious choice is running just Veemon as rookies because this is an Armor Vee deck, and the Armor Form digivolve cost can be reduce if you digivolve on top of Veemon. BT12 Veemon is mainly in the build for the main effect, we will ignore the inherited effect as we don't have any DNA digivolving cards in this build. The main effect works on play, reveal the top 3 cards of your deck, add 1 card with Imperialdramon in its name or Free trait and 1 Tamer with Davis in its name among them to your hand. Place the rest at the bottom of your deck in any order. BT16 MagnaX and BT17 Paladin Mode are treated as Free trait, so we could also add those cards to the hand.

BT16 Veemon is very useful for this build, you can digivolve on top of DemiVeemon for 0, so we don't care about the 1 cost to digivolve. Then the main effect is when one of your other Digimon is played or digivolve, if it has the Free trait or is green, gain 1 memory. It is once per turn, but at least it will trigger for most of the Digimon in this build that we would be playing or digivolve. The inherited effect works during your turn. This Digimon gains 2k DP, it would make your Digimon hit decent numbers.

P-117 Veemon is very handy in this build as we could reduce Magnamon's digivolution cost down to 2 like any normal Lv4s Digimon. The main effect is when this Digimon would digivolve into a card with Free trait, if you have a Tamer, reduce the digivolve cost by 1. The only downside is that you need a Tamer in play to work, but at least that Tamer doesn't need to be blue. The inherited effect works when attacking, if this Digimon has 2 or more colours, draw 1 card. Now this is not once per turn and since BT16 MagnaX can unsuspend, we could easily draw 2 cards per turn.

ST9 Veemon is similar to BT12 Veemon, the effect also works on play, reveal the top 3 cards of your deck, add 1 card with Free in its trait among them to your hand. Place the rest at the bottom of your deck in any order. We are running plenty of Free traits Digimon in this build, so you could easily add 1 of them to your hand, unless you get really unlucky with the top 3 cards.

P-124 Davis can be optional to use as some MagnaX build doesn't run this card, instead, they run more Option cards instead. But I like Davis as it will help us spam Veemon to make Armor Vee as aggressive as possible. He has two effects and one of them works at the start of your main phase. If you have a Digimon with the Free trait, gain 1 memory. The more memory we can get, the easier we could get BT16 MagnaX to the field without passing to your opponent's turn. The second effect works on play, activate 1 of the following effects, we can only use one of the effects anyway because we are not playing ExVeemon in the build. You may play 1 Veemon from your hand without paying the memory cost, this is so we could spam the board and start digivolving on top with Magnamon, then eventually MagnaX. The security effect is play this card without paying the cost.

The Ramp


The more you can ramp, the more you can play more cards, and since this build doesn't just focus on Digimon, we don't really need to max Mental Training in this build as the other ramp cards will be more useful. Blinding Ray is a 0 cost Option card with on a main effect effect which is trash the top card of your security to gain 2 memory. The reason why I am running Blinding Ray is because it will triggers BT16 MagnaX's effect before we attack your opponent's security. This is so MagnaX won't get remove by any security effects, yes we lose the unsuspending, but it will means we can keep MagnaX on the field.

Blue Memory Boost is a searcher and also gives you more memory hence the name. The main effect is reveal the top 4 cards of your deck, add 1 blue Digimon among them to your hand. Place the remaining cards at the bottom of your deck in any order. Then, place this card in your battle area. Shouldn't be too much of a problem with the search effect unless you get unlucky and just see Tamers and Option cards. DeathX and Ruin Mode are the only two non Blue Digimon too, but what are you chances of hitting that rotten luck and not see 1 single Blue Digimon. The second effect is a Delay effect, gain 2 memory. 2 memory can be helpful especially when you need to play Option or Tamer cards rather than just Digimon.

The Option Cards


Now we have the rest of the option cards we've got for this build. They are mainly the staple of the deck, but you can change this if you want. Final Zubagon Punch is a nice card to have, and we have Blinding Ray and Blue Memory Boost who gains 2 memory so we could use this option card. The main effect is 1 of your Digimon gains 3k DP until the end of your opponent's next turn. Then, if that Digimon has 16k DP or more, that Digimon gains Blocker, Reboot and Security Attack +1 until the end of your opponent's next turn. 16k DP is not that difficult to reach for MagnaX especially when DemiVeemon can give MagnaX 1k bonus, making that Digimon 13k DP. Then, we can use Final Zubagon Punch, making MagnaX a 16k DP beat stick triggering the rest of the requirements. If you combine this with Shu, we can easily wipe your opponent's security in one go. The security effect is add this card to its owner's hand.

Awakening of the Golden Knight is one of the card that got limited in the recent Digimon Ban list. It does hurt Armor Vee a little especially when we can't use the effect for DP reduce protection to protect MagnaX from getting DP reduce. You can play this card ignoring the colour requirements if you have Armor Form trait Digimon in play. The main effect is you may digivolve 1 of your Digimon with Armor Form in its trait into a Digimon with Magnamon in its name, ignoring the digivolution requirement and without paying the memory cost. The Digimon that digivolved with this effect cannot have the DP reduced by your opponent's effect until the end of your opponent's turn. It also makes digivolving into MagnaX a lot cheaper too as it only cost us 3 to digivolve instead of 5. The security effect is return 1 Magnamon in its name from your trash to your hand and add this card to your hand. The security effect also lets us recycle Magnamon if they get end up in the trash area.

Mental Training is another searcher but unlike Blue Memory Boost, you will be able to search for blue cards instead. Reveal the top 2 cards of your deck, add 1 blue card among them to your hand. Place the rest at the bottom of your deck in any order. Then, place this card in your battle area. There is one problem with this effect and that is the deck is not really a pure blue deck, or cards that also have blue colour, which makes the search effect a bit more risky to use as we could miss the effect. The second effect is a delay effect, 1 of your Digimon may digivolve into a blue Digimon in your hand with the digivolution cost reduced by 2. This would also helps MagnaX since Golden Knight is limited, but we also have the memory ramp to help the digivolve cost.

Heaven's Judgetment can be quite handy in this deck because we have BT8 Magnamon and MagnaX who also have the colour yellow on the card, meeting the requirements of using these option cards. The main effect is activate the following effect, for each colour your Digimon have, activate it again, reduce 1 of your opponent's Digimon DP by 6k for the turn. So the more variety of colours you have, the more you can spam this effect, either wiping your opponent's board or taking out their big DP Digimon. The security effect is 1 of your opponent's Digimon loses 12k DP for the turn. 12k DP is a lot of power and can mainly take out your opponent's big DP Digimon or stop one of the attacks.

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