The final post before Christmas, and just like MagnaX build, there won't be major changes to this build. In fact, the room for this build is very tight to fit new cards, it will only be changes the number around. Well, Bandai been giving this build lots of supports compare to the other Veemon line, so it is not surprising that we have too much supports for this build. I will mainly be copying the information I've already wrote from my previous post.
LM Imperialdramon |
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Digi Eggs x4 Lv3s x12 Lv4s x12 Lv5s x8 Lv6s x6 Lv7s x2 Options x4 Tamers x6 |
How it Works?
Unlike most Digimon decks, Imperialdramon doesn't require you to run more than 1 promo in this build, and that promo is P-117 Veemon who can give this deck some nice draw power on top of what we've got already. The deck still works the same as last time where we focus on DNA digivolve whilst drawing plenty of cards and gaining memory whilst having Jamming. Jamming is what makes this deck really strong and only removals would be able to stop our Jamming ability.
We can do a lot of attacks in one turn thanks to Imperialdramon and BT16 and ST9 Paildramon, and if we combine them with Jamming, we won't need to worry about Security Digimon. Don't forget that when we DNA Digivolve, the Digimon will become unsuspended and loses summon sickness. I think it is this part what makes Imperialdramon very deadly. However, because we can attack multiple times, we can draw plenty of cards and drawing is mandatory, not compulsory effect, so if we are not careful with the deck count, we might deck out before actually down your opponent's Security.
Imperialdramons
We have a lot of Imperialdramon released for this game, but these 4 are still the best for this build, so I haven't changed anything or modified the numbers. BT12 Fighter Mode is still a nice option to use in this deck build because of the abilities. But as you see, I am only running 1 copy in the deck, as this is more of an optional choice to have in play rather than must have. You can digivolve on top of Dragon Mode for 2 memory, then we have 2 different effects. The first effect works when digivolving, suspend all of your opponent's Digimon with no digi source. Then, return 1 of your opponent's suspended Digimon to the owner's hand. By returning 1 Dragon Mode to your hand from this Digimon's digi source, return all of your opponent's suspended Digimon to the bottom of the deck instead. Thanks to BT16 Davis & Ken, we can easily trash your opponent's digi sources, allowing you to suspend plenty of Digimon. The second effect works all turn, this Digimon gains 1k DP for each colour in the digi source. While there are 2 or more colours in the digi source, it gains Security Attack +1 and Blocker.
BT16 Fighter Mode is the one we want to have on the field, however, it does comes at a risk because it is an Ace card, meaning if this Digimon gets removed, the Overflow will kick in, making your opponents gain plenty of memory. You can digivolve on top of Dragon Mode for 2 memory. We have a Blast Digivolve, letting us play this card during our opponent's turn. Fighter Mode have 2 effects, the first effect works on play or when digivolving, return 1 Digimon with as many or as fewer digi source as this Digimon to the bottom of the owner's deck. This can help to stop 1 of your opponent's Digimon, acting as a nice removal to use. The second effect works at the end of attack, unsuspend this Digimon, then if you have Dragon Mode in this Digimon's digi source, return 1 of your opponent's suspended Digimon to the bottom of the deck. So in one turn when we digivolve with BT16 Fighter Mode, we could easily return 2 of your opponent's Digimon, and then once per turn, we could return 1 of our opponent's suspended Digimon.
BT16 Dragon Mode is the one we must digivolve first in order to trigger both Fighter Mode effects fully. We can still use Fighter Mode effects without Dragon Mode, but we wouldn't be able to use all the effect. BT16 Dragon Mode can be digivolve on top of Paildramon or Dinobeemon for 3 memory instead of paying 4 to digivolve. Then, we also have 2 effects for Dragon Mode. The first effect works when digivolving, 1 of your opponent's Digimon or Tamers can't unsuspend until the end of their turn. Then, by suspending 1 of their Digimon or Tamers, unsuspend 1 of your Digimon. What I like about this effect is that we can stop some Tamers from activating, or Digimon from attacking. The second effect works all turns. When an effect plays or digivolves an opponent's Digimon, this Digimon may digivolve into Fighter Mode in your hand without paying the cost. We have a lot of cards in this game who lets you either play Digimon or digivolve Digimon for free, so triggering Dragon Mode second effect will not be difficult to do.
BT17 Paladin Mode is also an Ace card, so if you stack this on top of BT16 Fighter Mode, and both of them get removed, that is a lot of memory, your opponents will gain in one turn. Paladin Mode can be digivolve on top of Lv6 Imperialdramon in its name for 5 memory. We also have a Blast Digivolve can be use in response to your opponent's attacks, with 2 effects. The first effect works on play or 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. In some build, people will only run 1 copy as they will not be bothered about gaining the 3 memory, just the rest of the effect. The second effect is the main effect we are after. The 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.
Paildramons
Personally I like to use just Paildramon line for the DNA digivolving, to be honest I don't think Dinobeemon can match Paildramon's effect especially combined with Jamming. All of them will require one blue Lv4 Digimon and one green Lv4 Digimon for the DNA digivolve to work. BT12 Paildramon only has a when digivolving effect, trash the top 3 digi sources of all of your opponent's Digimon. Then, when DNA digivolving, 2 of your opponent's Digimon with no digi sources can't attack until the end of your opponent's turn. What I like about this effect is that the trash effect doesn't need to DNA digivolve to work, but if we want to stop your opponent's attacks, then DNA digivolving will be the best for this card. The inherited effect works at the end of attack, if this Digimon has Imperialdramon in its name or Free trait, gain 1 memory.
BT16 Paildramon is the main one we want to have in the digi source because of the keyword Partition which is like De-Fusion. We've got 3 different effects for BT16 Paildramon, 1 being Partition blue Lv4 and green Lv4 Digimon. The second effect works when digivolving, suspend all of your opponent's Digimon with many or fewer digi source as this Digimon. Then, if DNA digivolving, none of your opponent's Digimon can unsuspend until the end of their turn. This is better than BT12 Paildramon, as we can stop the entire field with 1 DNA digivolving. The second effect works when attacking, suspend 1 of your opponent's unsuspended Digimon, if this effect didn't suspend, unsuspend this Digimon. If you managed to digivolve, then this shouldn't be difficult to do. The inherited effect is Partition blue Lv4 and green Lv4 Digimon.
Finally ST9 Paildramon is more of a tech in the build rather than being used, since we've got BT16 Paildramon who can do the same thing but better. ST9 Paildramon have 2 effects, the first effect works when DNA digivolving, return 1 of your opponent's Digimon with 6k DP or less to the bottom of the owner's deck. Unlike the other 2 Paildramon, you must DNA digivolve if you want to trigger the effect. The second effect works when attacking, unsuspend this Digimon. I guess the only difference with the second effect is that you don't need to worry about your opponents having suspended Digimon to unsuspend.
Exveen + Stingmon
To digivolve into Paildramon, you will need both ExVeemon and Stingmon, and that is how the Digimon series work. In the Digimon Card Game, you can just use any Lv4s, but these 2 would work the best when it comes to effects. BT12 ExVeemon main effect is when this Digimon DNA digivolves into a green Digimon, gain 1 memory. That 1 extra memory will be very handy so we could play into Dragon Mode during our turn. The inherited effect is while this Digimon has Imperialdramon in its name or Free traits, it gains Jamming. Jamming is very useful, especially when we want to swing using either BT16 Paildramon, or ST9 Paildramon, so we won't need to worry about Security Digimon removing those Digimon from play.
EX1 ExVeemon is very simple, the main effect is just Jamming, so we can swing with this Digimon before we DNA digivolve into Paildramon, as DNA digivolving will unsuspend our Digimon, and if we got BT16 Paildramon or ST9 Paildramon, we would be able to do 3 attacks in one turn. Then inherited effect is the exact same as BT12 ExVeemon, while this Digimon has Imperialdramon in its name or Free traits, it gains Jamming. So we won't need to worry too much about getting specific ExVeemon for the Jamming ability.
BT12 Stingmon's main effect is very similar to BT12 ExVeemon, when this Digimon DNA digivolves into a blue Digimon, gain 1 memory. So if you can get both BT12 ExVeemon and Stingmon on the field, 1 DNA digivolve means you will be able to gain 2 memory, so digivolving into Dragon Mode will be a lot easier with that extra memory. The inherited effect is while this Digimon has Imperialdramon in its name or Free traits, it gains Piercing. Piercing can be very handy as we will be suspending your opponent's Digimon, so we could attack those suspended Digimon and still deal damage to your opponents.
ST9 Stingmon can be useful when it comes to the main effect. The effect is if you have a blue Digimon in play, you can play this Digimon from your hand with the cost reduced by 1, so Stingmon would cost 3 to hard play, then we could DNA digivolve into Paildramon for the attacks. The inherited effect is if you have a blue Digimon in play, draw 1 card. Now this effect is not once per turn, and we have a lot of unsuspending going on with this build, so you could easily draw 2 cards per attack, if you got this Stingmon in the digi source.
The Rookies
As for the rookies, I am mainly focusing on the search effects so we could get the Digimon into our hand with the exception of promo Veemon who works a bit different. BT12 Veemon works on play, reveal the top 3 cards of your deck, add 1 Digimon with Imperialdramon in its name or Free trait and 1 Davis in its name Tamer among them to your hand. Place the rest at the bottom of your deck in any order. We are mainly running Davis Tamers, so it won't be too difficult to search for those cards whilst getting a Digimon to your hand. The inherited effect works at the end of your turn, this Digimon may DNA digivolve into a Digimon from your hand. This is just in case you went over the memory by hard playing ExVeemon or Stingmon which can be very useful for this build.
P-117 Veemon is a card if you have it then great, but if you don't, it won't matter too much as BT16 Veemon can be a nice replacement for this promo. The main effect is when this Digimon would digivolve into a Free trait, if you have a Tamer, reduce the digivolution cost by 1. You need a Tamer for this effect to work and that is the downside, but on the upside, we've got a nice inherited effect we can use. The inherited effect works when attacking, if this Digimon have 2 or more colours, draw 1 card. Just like ST9 Stingmon, this is not once per turn, and since our Lv5s and above are multicoloured Digimon, we can easily draw a lot of cards in one turn thanks to their unsuspending effects.
BT12 Wormmon is very similar to BT12 Veemon and the effect also works on play, reveal the top 3 cards of your deck, add 1 Digimon with Imperialdramon in its name or Free trait and 1 Ken in its name Tamer among them to your hand. The only difference is that we can only add Ken Tamers, and for Ken, we are not running many of those in the builds unlike Davis. The inherited effect is the exact same as BT12 Veemon, at the end of your turn, this Digimon may DNA digivolve into a Digimon from your hand.
Option Cards
Both option cards have the delay keyword, so once we used their main effect, they can stay on the battle area until we use the delay keyword. Return to the Primogenitor is an amazing option card to have in the build. The main effect is 1 of your Digimon may digivolve into a Lv5 or higher Digimon with Free trait in your hand with the digivolve cost reduced by 4. Then, place this card in the battle area. You want to use this effect either on Dragon Mode or Paladin Mode, Fighter Mode won't make a difference as we are paying 2 to digivolve anyway, and this card cost 2 to play. Dragon Mode will be able to cost 2 to play altogether whilst Paladin Mode will cost 3, which can make a different in the memory. The second effect works all turns, when one of your Digimon with Free trait would be deleted other than by one of your effects, Delay, by digivolving that Digimon into a Digimon with Imperialdramon in its name in your hand without paying the memory cost, prevent that deletion. Basically, we would be able to play any Imperialdramon for free, whilst protecting the Digimon from getting deleted. This would make a huge difference, especially when we have some Ace Digimon in the build. We also have a Security effect which is you may play 1 Davis or Ken in its name from your hand or trash without paying the cost. Then, place this card in the battle area.
Jade Memory Boost is basically Green Memory Boost and Blue Memory Boost combined as having ramp means we can get more cards in play. The best part about Jade Memory Boost is that we can also play this card if we have a Blue card in play. The main effect is reveal the top 3 cards of your deck, add 1 blue or green Digimon among them. Return the rest to the bottom of the deck, then, place this card in your battle area. Instead of revealing 4 like the others, we only reveal 3, but in return, we can search for blue or green Digimon which is very nice to have in this build. The delay effect is gain 2 memory just like the other Memory Boost cards. The security effect is place this card to the battle area just like the other Memory Boost cards.
Tamers
Now for the Tamers, and just the option cards, I am only running 2 different Tamers in the build. Personally, this is all you need, however, you can add BT17 Davis & Ken if you feel like the effect will be handy. BT3 Davis is a memory setter with an on play effect, reveal the top 3 cards of your deck, add 1 blue and 1 green Digimon among them to your hand. Place the rest at the bottom of your deck in any order. Of course Davis's effect is made for Imperialdramon build since he have Veemon whilst Ken have Wormmon. So it won't be too difficult to be able to get 2 Digimon into your hand with one search effect. The security effect is play this card without paying the cost.
BT16 Davis & Ken is a Tamer suited for these kind of builds. The Tamer have 2 effects, the first effect works at the start of your main phase, you may play 1 Veemon or Wormmon from your hand without paying the cost. At the end of your opponent's turn, return it to the hand. The only card we don't want to play is P-117 Veemon unless you need, but the rest of the rookies we could spam their on play effects. The second effect is when one of your Digimon digivolves into a blue or green Digimon, by suspending this Tamer, gain 1 memory. If you DNA digivolving, trash any 3 digi sources under your opponent's Digimon. The trashing digi sources can come in handy as we have cards like Fighter Mode who focus on your opponents in having low digi sources for the effects to work. The security effect is play this card without paying the cost.
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