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Monday, October 21, 2024

EX7 Green (Zephagamon) Deck Profile

I'll be honest and say this is my first official green build that I touched for Digimon. I know Digimon came out a long time ago, but I haven't touch any green cards aside from Imperialdramon build. The good thing about this build is that you only need the starter deck and EX7 set to build, so for new players, this is very easy to build than trying to find old cards. There is only one problem is that I've also added promos to this build, and knowing Bandai, Digimon promos are really hard to find if they are staples for the deck, also the price are not cheap for what they do. We will be utilising the new keyword Vortex, and personally I do like the Vortex ability, but it does need to mix with other cards to make Vortex really deadly.



EX7 Zephagamon







How it Works?

The deck focuses on suspending whether it is your own Digimon to trigger the effects, or your opponent's Digimon. But of course if we are suspending our own Digimon, we must spam Digimon which is why promo Shoto is very important in this build as he can help us spam Digimon. Not only that, we have cards that gain memory, the more memory you gain, the better, so you could play more Digimon. We also want to utilise Vortex ability in wiping your opponent's Digimon on the field, so it can reduce the number of attacks your opponent's can do. If they also decided to go wide, that would be even better as we can also suspend their Digimon.

I think aside from Shoto promo, the other promos don't need to be in the build, maybe except Pteromon as we've only got 2 currently for the English version until we've got a third Pteromon in the set. But you can wait to that comes out and only focus on getting Shoto promo, the rest of the promos can easily be replaced with cards that can be also useful, but not related to the digivolution line.


Zephagamon


The 2 Zephagamon currently, but if you ask me, I rather get EX7 version on the field over ST18 simply because of the effect. Both cards have Vortex which is an ability that lets you attack an opponent's Digimon at the end of your turn. EX7 Zephagamon has Security Attack +1 with a when digivolving or when attacking effect, suspend 1 Digimon. If this effect suspend your Digimon, return 1 of your opponent's Digimon to the bottom of the deck. This effect is not once per turn, so you can easily trigger both when digivolving and when attacking effect on the same turn, but you would need plenty of Digimon to suspend if you want to remove your opponent's Digimon.

ST18 Zephagamon has 2 effects, the first effect works when digivolving, suspend 1 Digimon, then unsuspend 1 Digimon. This effect can be really useful as we could end up suspending our own Digimon again to trigger other card's effects. The second effect works all turn and once per turn, when any Digimon unsuspend for the turn, this Digimon isn't affected by effects of your opponent's Digimon and gains 3k power.

The Evolution Line


We've got the digivolution line from both EX7 set and ST18. EX7 Pteromon has a main effect where when this Digimon would digivolve into a Digimon with Bird or Avian in one of the traits, reduce the digivolution cost by 1. This shouldn't be a problem to do as we are running only Bird or Avian in the deck, so our Lv4s only cost 1 to digivolve. The inherited effect works all turn, when this Digimon deletes an opponent's Digimon in battle, gain 1 memory. Now not only this works for Vortex ability, but it also works for Blockers too, since if you've got enough DP, you could delete your opponent's Digimon with a Blocker.

ST18 Pteromon works on play, reveal the top 3 cards of your deck, add 1 card with Bird or Avian in its traits and 1 card with Vortex Warriors or Liberators trait among them to your hand. Return the rest to the bottom of your deck in any order. At most, we can search for 2 cards, and there are only 2 cards in this build who are not those trait which is Agile Training and Green Memory Boost. The inherited effect is just a simple this Digimon gains 2k DP. It does help your Digimon to increase the power to attack your opponent's suspended Digimon.

EX7 Galemon works when digivolving, if you have 1 or less Tamers, you may play 1 Shoto from your hand without paying the cost. This effect is very good as we don't need to focus on playing our Tamers early on if we see this Galemon in our opening hand. The inherited effect is the same as EX7 Pteromon where when this Digimon deletes an opponent's Digimon in battle, gain 1 memory. So if you put these 2 together, you could gain 2 memory in one go on your opponent's turn.

ST18 Galemon is different, we do have the Vortex ability, but the power would be better if we combined it with ST18 Pteromon's inherited effect so we could delete your opponent's Digimon. Unlike the others, Galemon's main effect work in your security as it has a security effect. The effect is you may play 1 card with Liberator trait and a play cost of 4 or less from your hand or trash without paying the cost. If we managed to pull this off, we could get a Tamer and a Digimon on your opponent's turn, or we could use the Liberator option card. Not bad at all, but you will need to rely on luck for this effect to work. The inherited effect is the exact same as ST18 Pteromon where this Digimon gains 2k DP. Although, the more power the better so we could take out any Digimon we want.

EX7 GrandGalemon also has a Vortex ability, so if we combined this with ST18 Pteromon and Galemon, we could take out your opponent's Digimon with ease. The effect works when digivolving, you may suspend 1 Digimon, if this effect suspends your Digimon, this Digimon isn't affect by your opponent's effects until the end of their turn. A nice protect against your opponent's Digimon effects. The inherited effect is when this Digimon attacks your opponent's Digimon, unsuspend this Digimon. This inherited is very good as we could easily wipe your opponent's board in one go especially combining this with EX7 Zephagamon.

ST18 GrandGalemon on the other hand works on play or when digivolving, but if you are going to hard play this, be prepare about the amount of memory you will be giving to your opponents. The effect is suspend 1 Digimon, if this effect suspends your Digimon, you may play 1 Digimon with Bird or Avian in one of its traits with 3k DP or less from your hand without paying the memory cost. The effect is okay, but great if you want to get more Digimon on the field to suspend. The inherited effect is the exact same as EX7 version, when this Digimon attacks your opponent's Digimon, unsuspend this Digimon. So it won't matter which version you digivolve into as you will still get the same inherited effect.

The Promos


The one downside to this build is running a lot of promos until Bandai releases more support for this deck. Promo Pteromon works on play, suspend 1 of your opponent's Digimon, this is so we could attack suspended Digimon even if your opponents don't want to get suspended Digimon. The inherited effect is the same as ST18 version where this Digimon gains 2k DP. Doesn't really cause any harm in adding more power to our Digimon.

Promo Galemon works when digivolving, by suspending 1 Digimon, this Digimon gains 2k DP until the end of your opponent's turn. This is a very simple power bonus, the second effect works on your turn. While you have Shoto in play, this Digimon gains Piercing. So not only we get power bonus, but with Piercing we could make your opponents take damage whilst removing your opponent's Digimon. The inherited effect is the same as ST18 version where this Digimon gains 2k DP.

Green Memory Boost is one of the standard memory boost effect. The main effect is reveal the top 4 cards of your deck, add 1 green 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. The second effect is a Delay effect, gain 2 memory. I do think we need the ramp especially if we need to get Digimon onto the field to suspend them. The security effect is place this card in the battle area.

Agility Training is also one of the standard Training cards for Green. So we could digivolve into Zephagamon as soon as possible. The main effect is reveal the top 2 cards of your deck, add 1 green 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. You shouldn't have too much of a problem with the search effect as the only white card is Digimon Liberator which I am running on low copies. The second effect is a delay effect, 1 of your Digimon may digivolve into a green Digimon from your hand with the digi cost reduced by 2. The security effect is place this card in the battle area.

Digimon Liberator will be useful in all Liberator builds and this build is just one of them. You can play this card ignoring the colour requirements if you have a Digimon or Tamer with Liberator trait. Then the main effect is reveal the top 3 cards of your deck, add 1 card with Liberator trait among them and add it to your hand. Return the rest to the bottom of your deck in any order. Then, you may play 1 card with Liberator trait with a play cost of 3 or less from your hand. This effect shouldn't be too much of a problem as the deck is filled up with Liberator cards. The only non Liberator is Green Memory Boost and Agility Training. The security effect is activate this card's main effect.

The final promo will be Shoto. Shoto have 2 effects, the first effect works on play, you may play 1 Pteromon from your hand without paying the cost. This is the only reason why I am only running Pteromon as the rookies, so we could spam more Digimon to use. The second effect works when one of your Digimon digivolves into a Digimon with Bird or Avian in one of its traits, by suspending this Tamer, gain 1 memory. Basically, this will helps to reduce the cost when you are digivolving on top along with Agility Training. The security effect is play this card without paying the memory cost.

Tamers


The Tamers will only be Shoto and we won't be needing any other Tamers. EX7 Shoto have two effects, the first effect works at the start of your main phase, if your opponent has a Digimon, gain 1 memory. A quick memory gain, so we could play more cards on the field. The second effect works at the end of your turn, by suspending this Tamer, 1 of your Digimon gains Blocker and Piercing until the end of your opponent's turn. If that Digimon has the Vortex Warriors trait, unsuspend that Digimon. Vortex Warriors would mainly be Zephagamon, and thanks to this effect, we don't need to focus on attacking on our turn and just focus on playing more Digimon to suspend, then wait for Vortex to kick in with this ability, making Zephagamon deal some damage as well as deleting your opponent's Digimon. Otherwise, we could also use Zephagamon as Blocker if we attack with it during our turn. The security effect is play this card without paying the memory cost.

ST18 Shoto is a memory setter, but we do have an additional effect. When one of your Digimon attacks your opponent's Digimon, by suspending this Tamer, you may change the attack target to another of your opponent's Digimon or player. This actually plays a key role with Vortex ability. Vortex only makes us attacks your opponent's Digimon, but if we have ST18 Shoto in play, we can make that Vortex ability to attack your opponent's security instead, which will be a huge advantage if we can choose either Digimon or player. The security effect is play this card without paying the memory cost.

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