Personally, the build for MagnaX hasn't changed much from the last build and it will most likely be just coping and paste from what I've wrote last time. I didn't write a colour next to the name since it is MagnaX using Armor Form cards, and Armor Form cards can be used without colour restrictions as long as that card has Armor Form trait. Beside, MagnaX is mainly a mix of colours to build this deck as it has triple colour on this Digimon.
LM MagnaX |
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Digi Eggs x4 Lv3s x13 Lv4s x11 Lv6s x4 Lv7s x3 Options x14 Tamers x5 |
How it Works?
Personally, I didn't changed the build much, all I did was reducing the numbers to fit the cards I wanted in the build, hence there's a lot of 1, and not many max copies of certain cards. The deck still has the same style as the previous build where we focus on MagnaX, and getting MagnaX on the field to finish off your opponents. But we also have Lv7s in this build, and 2 of those Lv7s are Ace cards. Now, we can use MagnaX's Blocker ability first before we use our Ace's Counter effects, so we could potentially stop 2 attacks in one turn.
Blue Scramble is definitely the perfect addition to this build because we rely on Veemon in order to play our Armor Form Digimon, without Veemon, the cost will be heavy. BoF Ace is optional, and can be replaced with either Ruin Mode, Blitz Omnimon or even another copy of Paladin Ace.
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 or 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 or 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
The Armor Form Digimon are still the same as last build, nothing changed unless you can't find these cards. All of them will have Armor Purge, protecting Veemon from being deleted. ST17 Magnamon can digivolve on top of Veemon for 3 memory, as well as having Blocker. We also 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.
Promo Flamedramon is one card that might be difficult to get because it is a promo card, and we just needs to hope Bandai would reprint this card. Flamedramon can 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.
Lastly, the one Magnamon that has been in the deck for a while it is BT8 Magnamon. BT8 Magnamon can be digivolve on top of Veemon for 3 memory and also a Blocker like ST17 Magnamon. The effect works 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.
Veemon
This is Armor Vee deck, so of course, I'll be running all Veemon for the rookies to utilise the digivolving effects of the Armor Form Digimon. 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.
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.
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-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 Lv7s
As for the Lv7s, I am running these 3, and don't worry, we have the colours to digivolve with these Lv7s. We will be ignoring BoF Ace's digivolving effect as we are not running any Gabumon in this build. We have Blast Digivolve with 2 other effects. BoF's first effect works on play or when digivolving, return 2 of your opponent's Digimon with equal or less digi source cards than this Digimon to the bottom of the deck. This might be difficult for this build as we skip a level, but we are running Shuu who can go to the digi source. The second effect works when attacking, if you have a Tamer, unsuspend this Digimon. Luckily, this can be any colour and doesn't need to blue as long as we have a Tamer in play.
DeathX can be very useful, especially when your opponents decided to go wide making DeathX's cost cheaper to play. 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, 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.
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.
The Ramp
The more we can ramp, the more cards we could play in one turn, which is why these cards are important for the build. 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. 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 security effect is place this card to the battle area.
Blinding Ray is a 0 cost Option card with 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.
Reducing Evolution Costs
Not only we have ramp in this build, but we also have reducing digivolution's cost. Magnamon's digivolve cost, cost a lot of memory, and you could easily pass the memory to your opponent's turn if we didn't have ramp or these cards in the build. Blue Scramble's main effect is 1 of your blue Digimon may digivolve into a Blue Digimon from your hand with the reduced digivolution cost by 3. Then, place this card in your battle area. Now this is different than Mental Training as Mental Training is a delay effect whereas Blue Scramble is used as the main effect. Blue Scramble's delay effect works at the start of your turn and if your opponent has a Digimon, return 1 blue Digimon from your trash to the top of your deck, then if you don't have a Digimon in play, you may play 1 blue Digimon with 2k DP or less from your trash without paying the cost. The delay effect is very useful as we could play Veemon again and digivolve all the way up. The security effect is pretty much the same as the delay effect. You may play 1 blue Digimon with 2k DP or less from your trash without paying the cost. Then, add this card to the hand.
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. 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.
Option Cards
There are a lot of option cards in this deck and I've tried to cramp as much as possible, but without reducing the number of Digimon in the build. 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.
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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