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Tuesday, October 22, 2024

EX7 Yellow (Cendrillmon) Deck Profile

A new keyword is involved and that is Overclock, and I personally think Overclock is very sneaky especially if this build can be very aggressive, more aggressive than red decks. But of course we are missing the final puzzle, Yellow Scramble to make this deck fully work. I think that card is released later on this year. Just like Zephagamon build, it is one of the new deck from LIBERATOR. Although, you won't need a lot of promos to build this deck which is the upside of this build.



EX7 Cendrillmon







How it Works?

This deck does focus on spamming rookies to the field as well as tokens so we can feed those cards for the Overclock ability. At the same time, we can focus on reducing your opponent's Digimon DP, whether it is in the security or on the field, it doesn't matter, so we can swing at your opponents with ease without worrying about cards. The best thing about Overclock is that it acts as an additional attack without suspending your Digimon, so you could go all out, then use Overclock ability to finish off your opponents. It is a nice gimmick to have, but I think with the right kind of build, it is very strong as well.

We also get Familiar Tokens from Cendrillmon abilities, and those Familiar Tokens can also reduce your opponent's Digimon DPs when those Tokens get deleted by 3k DP. This can be very deadlier with your other reducing DP cards as we could end up removing your opponent's Digimon with enough reducing.


Cendrillmon


Now both of these Digimon can let you spam Tokens, so we can sacrifice them for Overclock ability, and doesn't have to use your Digimon. Save a lot of effort, and we could spam the board with Digimon. Both Cendrillmon will have Overclock Puppet trait which means at the end of your turn, by deleting 1 of your Tokens or other Puppet trait Digimon, this Digimon attacks a player without suspending. This will give us an extra free attack we can use. EX7 Cendrillmon has 2 effects, the first effect works at the start of your main phase or when digivolving, you may play 1 Familiar Token. This is great when we use Overclock ability. The second effect works when attacking, 1 of  your opponent's Digimon loses 6k DP for the turn. Now this is not once per turn, so with Overclock, we could reduce 1 of your opponent's DP by 12k, plus 3k extra from the Familiar Tokens.

ST19 Cendrillmon is a Blocker with Overclock ability. This is actually great as we don't need to worry about losing Blocker if we attack with this Digimon. But we only got 1 effect and it works when digivolving, you may play 2 Familiar Tokens without paying their cost. This is not the main card we want to have on the field, but being a Blocker means we can stop at least 1 attack.

The Evolution Line


As always, we've got the digivolution for these Digimon. Although, I have no idea how a Shoe becomes Little Red Riding Hood. EX7 Shoemon has a main effect where when this Digimon would digivolve into a Digimon with Puppet trait, reduce the digivolution cost by 1. This would help to make us digivolve our Lv4 for 1 memory. The inherited effect is all of your opponent's Security Digimon loses 3k DP. This is a very strong effect as we can swing our Digimon without worry.

ST19 Shoemon is just a searcher and the search effect will be very useful to get the right cards. The effect works on play, reveal the top 3 cards of your deck, add 1 card with Puppet trait and 1 card with Liberator trait among them to your hand. Return the rest to the bottom of the deck in any order. Unlike Zephagamon build, we do have a few non Puppet or Liberator trait, but that is only if you are unlucky enough to see them as your top deck. The inherited effect is the same as EX7 version where all of your opponent's Security Digimon loses 3k DP. Just triggering both of these inherited effects is already -6k to your opponent's Security Digimon.

EX7 ShoeShoemon works when digivolving, if you have 1 or less Tamers in play, you may play 1 Arisa from your hand without paying the cost. Just a free Tamer to play, and this deck isn't Tamer heavy so you can easily trigger this effect. The inherited effect is just like the Shoemon where all of your opponent's Security Digimon loses 3k DP.

ST19 ShoeShoemon has a Security effect as well as Overclock ability. The security effect is you may play 1 card with Liberator trait and a play cost 4 or less from your hand or trash without paying the cost. This will help us play even more cards. The inherited effect is the same as EX7 version where all of your opponent's Security Digimon loses 3k DP. Now if all these inherited effects stack, we can easily make your opponent's Security Digimon down to 0, meaning our rookies can swing without worrying about getting deleted.

EX7 Chapermon has an Overclock ability with a when digivolving effect, you may play one Lv3 Digimon with Puppet trait from your hand without paying the cost. This is our main Lv5 we want to digivolve because we want to spam more Digimon on the field to swing at your opponents with one swoop. The inherited effect is when this Digimon would leave the battle area other than by one of your effects, by deleting 1 of your Tokens or 1 of your other Digimon with Puppet trait, prevent it from leaving the field. The inherited effect is very strong as it acts like a protection, and you will have plenty of cards you could sacrifice.

ST19 Chapermon is a card where we need a few Digimon in play to work. The effect works on play or when digivolving, 1 of your opponent's Digimon loses 3k DP for the turn. If there are 3 or more Digimon, increase the DP reduction by this effect by another 3k. So in total we could reduce 1 of your opponent's Digimon by 6k, and 6k is a lot. The inherited effect is the same as EX7 version where when this Digimon would leave the battle area other than by one of your effects, by deleting 1 of your Tokens or 1 of your other Digimon with Puppet trait, prevent it from leaving the field.

The Promos


Another thing about this build is that unlike Zephagamon build, you won't be needing a lot of promos. I might even drop Physical Training down to 2 for Yellow Scramble as Yellow Scramble is very good in this build. Although, the one card I wouldn't want to drop is Promo Shoemon. Promo Shoemon works on play, 1 of your opponent's Digimon loses a Security Attack until the end of your opponent's turn, preventing those Digimon from dealing damage for a turn, and being a Pupput as well as Liberator Digimon, this is very easy to search out. The inherited effect works when attacking, 1 of your opponent's Digimon loses 2k DP. It is once per turn, but if we combine this with our other power reducers, we could easily KO your opponent's Digimon.

Promo ShoeShoemon can easily be replaced, and the effect is really situational. There are two effects, the first effect works when digivolving, 1 of your opponent's Digimon loses a Security Attack until the end of your opponent's turn. This is really similar to promo Shoemon, but works when digivolving. The second effect is whilst you have Arisa in play, this Digimon gains Jamming. Jamming is only good for early turn when you haven't set up the inherited effects, but once you have, Jamming becomes really pointless. The inherited effect is the same as promo Shoemon where we make 1 of your opponent's Digimon loses 2k DP.

Now lastly we've got Physical Training. The Training cards are very standard and each colour will have the same effect except for that colour. The main effect is reveal the top 2 cards of your deck, add 1 yellow 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. The second effect is a delay effect, 1 of your Digimon may digivolve into a yellow Digimon from your hand with the digi cost reduced by 2. The second effect will let us digivolve into Cendrillmon as soon as possible to start spamming Tokens for Overclock ability. The security effect is place this card in the battle area.

Puppet/Liberator Supports


All these cards can be search using ST19 Shoemon's effect. ST19 Junkmon has an Decoy ability for Puppet trait, protecting your Puppet Digimon from being deleted by your opponent's effect. This is very strong as Chapermon's inherited effect is only once per turn. The inherited effect is a Barrier ability. Barrier is to protect your Digimon from being deleted in battle especially EX7 Cendrillmon who we want on the field to constantly spam Tokens.

Wonder Stomp enable us to play our rookies for 2 instead of 3 memory. The main effect is draw 1 card, then you may play one Lv3 Digimon with Puppet trait from your hand without paying the memory cost. The draw power is useful too especially if we need to draw certain cards we haven't got. The security effect is just activate this card's main effect.

Vortex Resonance is a tri colour option card, but we won't be needing 3 colours on the field to work. You can play this card ignoring the colour requirements if you have a Digimon or Tamer with Liberator trait. That is most of the cards in this build. The 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, 1 of your Digimon may digivolve into a Digimon in your hand with the digivolution cost reduced by 4. This means to digivolve into EX7 Cendrillmon can be digivolve for 3 instead of 4, since this card cost 3 to play. The security effect is you may play 1 card with the Liberator trait with a cost of 4 or less from your hand or trash without paying the cost. Then, add this card to your hand.

Noble Family Arts can be like Wyvern's Breath if we meet certain requirements. The main effect is 1 of your opponent's Digimon loses 6k DP for the turn. If there are 3 or more Digimon increase the DP reduction by another 6k. So in total we could take out at least a Lv6 Digimon with just a 5 cost Option card, but you do need at least 3 Digimon to work which shouldn't be too difficult to do. The security effect is just activate this card's main effect.

Tamers


For the Tamers, I'm only running these two Arisa and personally that is all you need for the build. EX7 Arisa has 2 effects, the first effect works at the start of your main phase, if your opponent has a Digimon, gain 1 memory. The second effect works for all turn, when one of your Tokens or Digimon with Puppet trait is deleted, by suspend this Tamer, you may play 1 Lv3 Digimon with Puppet trait from your hand without paying the cost. What I like about this effect is that she works during your opponent's turn as well if they managed to delete our Digimon, we could play cards like Promo Shoemon to stop one of your opponent's attacks. The security effect is play this card without paying the cost.

ST19 Arisa is a memory setter with an effect that works on your turn. When an effect plays one of your Tokens or a Digimon with Puppet trait, by suspending this Tamer, that Digimon gains Rush. If you can get both Arisa in play, it will mean we will be all set up playing low level Digimon with the ability to attack your opponents instantly on top of Overclock ability. Which is why this build is as aggressive as red decks if you get the combo going. The security effect is play this card without paying the cost.

The Ace Cards


What this build also has are the Ace cards, but of course, if they get removed from the field, that Overflow will really hurt. Anyway both cards will have Blast Digivolve, so can be used in response to your opponent's attacks. This is great after we've used Overclock at the end of turn. EX6 Cherubimon has Alliance and an on play or when digivolving effect. You may play 1 Lv4 or less green or yellow Digimon from your hand without paying the memory cost. Then, 1 of your opponent's Digimon loses 4k DP for each of your other Digimon until the end of their turn. This effect is really strong considering that this build spams Digimon with ease, so we could take out any Digimon when your opponent's attacks.

Another card is a Lv7 BT17 Burst Mode. Burst Mode can be a great addition for this deck, especially the effect. The effect works on play or when digivolving, you may play 1 Tamer card from your hand without paying the cost. Then, for the turn, 1 of your opponent's Digimon loses 5k DP for each of your Tamers. Not as effective as Cherubimon as we are not running a lot of Tamers, but if you can get at least 3 Tamers on the field, that is still 15k DP you can target, and that removes most Digimon on the field. The second effect works when attacking, by suspending up to 2 of your yellow Tamers, for every Tamer suspended by this effect, this Digimon gains Security Attack +1. At most we can deal 3 damage with one swing, on top of Overclock doing additional damage finishing off your opponents with ease.

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