In my opinion, D Brigades is one of the best rush deck out there. Well, they don't have rush ability, but they can certainly spam the field. What I've only did to this build is added 1 card from LM set and 1 card from BT18 set, Special Booster 2.0 for English set I think. Those cards does make a massive difference for this build, and I enjoy the build a lot more.
LM D Brigades |
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Digi Eggs x4 Lv3s x14 Lv4s x9 Lv5s x8 Lv6s x6 Lv7s x1 Options x9 Tamers x3 |
How it Works?
This deck work by spamming D-Brigade Digimon to the field. The more we spam, the more attacks we can do. Think of it like a rookie rush build, but we can spam Digimon from deck instead of hand. D-Brigade aren't strong as a single Digimon, but when you spam multiple of them in a turn, then they become deadly. Although, if you can get Brigadramon to the field. It will make the deck better as Brigadramon gives all your D-Brigade Blocker ability, and if you can spam multiple D-Brigade, then you have plenty of Blockers available. Spamming D-Brigades shouldn't be too difficult as we've got plenty of cards like Missimon and Sealsdramon who can put cards from your trash to top of the deck.
What I also like about this deck is that we can hard play most of these cards instead of digivolving the normal way. Yes, you will give plenty of memory to your opponents, but in return, we can pop off spamming D-Brigade a lot early, than waiting to digivolve on top which can take time if you don't see Defense Training and Black Scramble. The only downside is definitely decking out, if you don't manage the deck properly, then you could lose before finishing off your opponents.
The Spam
The key part of this build is spamming Digimon, preferably, Commandramon during the early stages of the evolution. This is why I am mainly running a lot of Commandramon in the build. But once this deck pops off, if your opponent doesn't have a removal, it is pretty much good game. Anyway, Brigadramon is the main card of the deck, the one card we can hard play if you want to get Digimon to the field a lot sooner. We've got 3 effects, the first effect works when digivolving, delete up to 7 play cost worth of your opponent's Digimon. A nice removal effect if we want to get rid off your opponent's Digimon before they can play their Lv6s. The second effect works during your opponent's turn where all of your D-Brigades gain Blocker. If we spam a lot of D-Brigades, then we will have plenty of defence as well as attacking ability. The final effect works at the end of your turn, reveal the top 3 cards of your deck, you may play up to 7 play cost worth of cards with D-Brigade or DigiPolice trait among them without paying the cost. Trash the rest. This final effect and combine with the second effect is why we could hard play Brigadramon if we've got nothing to play, so we could focus on setting up the field instead.
Cargodramon is another Digimon that works very well with Brigadramon, if you manage to get Cargodramon using Brigadramon's effect, then we could spam even more card to the field. The effect works on play or when digivolving, reveal the top 3 cards of your deck, you may play one 4 cost or less D-Brigade or DigiPolice card among them without paying the cost. Trash the rest. Well if you do end up playing Cargodramon with Brigadramon's effect, you will be trashing 4 cards of your deck. But don't worry as we need more cards in the trash to use some of the cards in this build. The inherited effect works all turn, once per turn, when one of your other Digimon is deleted, reveal the top 3 cards of your deck, play 1 Commandramon among them. Trash the rest. This effect is very good, espcially when Brigadramon gives D-Brigades Blocker ability, so we could constantly refill the field without losing out on the number of attacks.
Hi-Commandramon is also treated as Commandramon, and this is important, so we don't have to run more Lv3 Commandramon in the build thanks to this card. It does mean BT4 Commandramon and Cargodramon can play this card from the deck. Unfortunately, we've only got 1 effect, and that effect only works when attacking, reveal the top 3 of your deck, play one 3 cost or less D-Brigade or DigiPolice card among them without paying the cost. Return the rest to the bottom of your deck. Well the only 3 cost or less in this build are Commandramon as I am not running any DigiPolice in the build aside from the Tamer. The inherited effect works all turn, once per turn, when this Digimon would leave the battle area other than by one of your effect, by deleting 1 of your other D-Brigade trait Digimon, prevent it from leaving. This is very important especially when you want to keep Brigadramon on the field to activate the Blocker ability for all of your D-Brigades.
Now one of the old cards, BT4 Commandramon. This one Digimon is a card I prefer to hard play rather than digivolving on top of the digi egg, because the effect works on deletion. Reveal the top 3 cards of your deck, you may play 1 Commandramon among them without paying the memory cost. Place the rest at the bottom of your deck in any order. There are 2 ways to trigger this, either wait until you get Brigadramon to make BT4 Commandramon a Blocker, or swing at your opponent's security stack and hope that card is a security Digimon to delete this card.
Power
D Brigades individually aren't strong until you can reach Lv5. However, if we have these power cards, then D-Brigades can hit some deadly numbers against your opponent's Digimon. BT16 Commandramon has the exact same main effect and inherited effect, so it doesn't matter how you will play this Digimon, you will still get the effect. The effect works all turn, all of your other D-Brigade or DigiPolice Digimon gains 1k DP. 1k DP can stack if we can get multiple of BT16 version to the field, making your D-Brigade Digimon hit some decent number.
BT16 Sealsdramon is a nice quick Rush card if we have enough memory, or we hard play this card using Cargodramon's effect. The effect works on play or when digivolving, by returning 3 D-Brigade or DigiPolice cards from your trash to the top of your deck, this Digimon gains Rush and can't be blocked for the turn. Not only Sealsdramon gains Rush, but we can also put cards on top of our deck, triggering the other D-Brigade's effects to play those card from top of the deck. The inherited effect is the exact same as BT16 Commandramon which is all of your other D-Brigade or DigiPolice Digimon gains 1k DP. So if you have both of them out on the field, triggering their inherited effects, you can have your D-Brigade gain 2k DP.
Shuu is the final card we have for this build, and Shuu makes your attack more deadly, this is especially useful when we hard play those Digimon this turn. Anyway the security effect is play this card without paying the cost whilst being a memory setter. The main effect is Mind Link on X Antibody or DigiPolice. Some of these D-Brigade Digimon has DigiPolice trait, allowing us to make use of Mind Link. The inherited effect is while this Digimon has X Antibody or DigiPolice trait, it gains Alliance and Reboot. Both ability will be very helpful, especially when we have Brigadramon on the field, letting us having a Blocker after we attacked. Alliance also powers up the Digimon like Hi-Commandramon, so we could trigger the when attacking effect and won't need to worry about not enough DP to hit. The second effect works at the end of all turn, you may play 1 Shuu from this Digimon's digi source without paying the cost. Of course we want to use this at the end of your opponent's turn as triggering Reboot for D-Brigade will be very important.
De-Digivolving
What we have is utilising Black style De-Digivolving, so your opponent's Digimon won't stay on that level for long if we can pull these off. BT16 Tankdramon works on play or when digivolving, reveal the top 3 cards of your deck, for each D-Brigade or DigiPolice, reduce the play cost of all of your opponent's Digimon by 1 until the end of their turn. Return the revealed cards to the top or bottom of your deck in any order. Then, delete 1 of your opponent's 4 cost or less Digimon. The reduce cost is very useful as it last until your opponent's turn, so if we want to remove a high cost Character, we can digivolve into Brigadramon to delete that Digimon. Who knows, you might be able to delete 2 Digimon in a turn. The inherited effect works for all turn, once per turn, when one of your other Digimon with D-Brigade or DigiPolice is played, De-Digivolve 1 on 1 of your opponent's Digimon. This is especially useful against ACE Digimon where we can trigger their Overflow ability and gain memory, making the turn last even longer.
DCD Bomb is a card I rarely use, but if situation arises, then it is very useful. The main effect is De-Digivolve 1 on 1 of your opponent's Digimon. Then, by returning 3 D-Brigade or DigiPolice card from your trash to top of your deck, delete up to 6 play cost worth of your opponent's Digimon. Well, to make this really effective, we can combine this with Tankdramon's main effect, assuming you've got memory left, so we could board wipe your opponent's field. Of course, that is only if we get into those situation. The security effect is active this card's main effect.
D-Brigades/DigiPolice Support
Now for the supports will be these cards. Most of them are searchers, and I like searching even though we've got mill in the deck. BT14 Commandramon works on play, reveal the top 5 cards of your deck, add 1 card with D-Brigade or DigiPolice among them to the hand. Place the rest at the top or bottom of your deck. This is just a simple search, although during the mid to late game if you've got the spam going, you wouldn't really need the search. The inherited effect is exactly the same as Cargodramon and Hi-Commandramon. When this Digimon would leave the battle area other than by one of your effect, by deleting 1 of your other D-Brigade trait Digimon, prevent it from leaving. Personally, I try not to digivolve these together unless I've got nothing to digivolve as you want to even the effect out if you want to protect your Digimon.
EX3 Commandramon has one simple effect which is Decoy(D-Brigade), although as we've got BT14 Commandramon, Hi-Commandramon and Cargodramon, the Decoy ability do looks like it is kinda pointless, but I guess it is always nice to have extra protection. For those who doesn't know what Decoy does, when your other Digimon trait would be deleted by an opponent's effect, you may delete that Digimon to prevent 1 of those Digimon from being deleted, for instant, EX3 Commandramon is used for D-Brigade, so if your opponents target out D-Brigade Digimon, we can use this Decoy effect instead.
Metro Police, I am not going to bother writing the long name for this card, and call it Metro Police for short, is a searcher like BT14 Commandramon. The main effect is reveal the top 3 cards of your deck, add 1 card with D-Brigade or DigiPolice among them to the hand. Place the rest at the top of the deck. Then, place this card in your battle area. What I want is the delay effect, the delay effect is reveal the top 3 cards of your deck, you may play one 4 cost or less D-Brigade or DigiPolice among them without paying the cost. Trash the rest. The delay effect is very easy to set up thanks to Sealsdramon and Missimon putting cards to the top of your deck. The security effect is exactly the same as the main effect. Reveal the top 3 cards of your deck, add 1 card with D-Brigade or DigiPolice among them to the hand. Place the rest at the top of the deck. Then, place this card in your battle area. I guess we could use the delay effect straight after if we've got cards to play.
Reducing Digivolution Cost
Instead of having Memory Boosts in this deck, I am just running all reducing digivolution cost, so we can digivolve into Brigadramon as soon as possible to make this deck work. Black Scramble is the same as any other Scramble cards, but this work for Black decks. The main effect is 1 of your black Digimon may digivolve into a black Digimon from your hand with the reduced digivolution cost by 3. Then, place this card in your battle area. The delay effect works at the start of your turn and if your opponent has a Digimon, return 1 black Digimon from your trash to the top of your deck, then if you don't have a Digimon in play, you may play 1 black Digimon with 3k DP or less from your trash without paying the cost. We can only play black Digimon if your opponents board wipe our field, otherwise, we can bring back certain Digimon to the top of the deck as they are not D-Brigade or DigiPolice. The security effect is pretty much the same as the delay effect. You may play 1 black Digimon with 3k DP or less from your trash without paying the cost. Then, add this card to the hand. This is very helpful for a rookie focus deck like D-Brigade.
Defense Training on the other hand is pretty much the same as any Training cards but for black decks instead like the Scramble cards. The main effect is reveal the top 2 cards of your deck, add 1 black 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 extra search is useful, especially when we can search for non D-Brigade or DigiPolice cards for the deck. The second effect is a delay effect, 1 of your Digimon may digivolve into a black Digimon in your hand with the digivolution cost reduced by 2. 2 will definitely help especially when Brigadramon cost 4 to digivolve, and 4 is a lot to give your opponents. The security effect is place this card to the battle area.
Non D-Brigrade/DigiPolice Supports
With the exception of ShadowSeraphimon who is a must have in the build, the others are optional. Of course, if you have them, they will work at a very situational situation, and I really haven't used them a lot, except ShadowSeraphimon. 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.
ShadowSeraphimon is an Ace Digimon which means we've got Blast Digivolve we could use during your opponent's turn. We can ignore the alternative digivolve cost as I am not running the cards for this. It is a Blocker with an on play or when digivolving effect, De-Digivolve 3 on 1 of your opponent's Digimon. This is better than De-Digivolve 1, and more importantly, I am after the all turn effect. Once per turn, when an attack target is changed, 1 of your opponent's Digimon loses 5k DP. This effect works very well with Brigadramon who gives all of our D-Brigade Blocker ability, triggering this effect with ease and also wiping their Digimon at the same time.
Seraphirothmon is a hybrid card, you can digivolve on top of black Tamer as if that Tamer was a Lv3 Digimon. This can act as an extra attack, but what I am aiming for is the when digivolving effect, 1 of your opponent's Digimon have to attack at the start of their main phase, until the end of your opponent's turn. Now if we've got ShadowSeraphimon or Brigadramon, we can use those cards as Blocker to delete your opponent's Digimon if they are planning to set up for something big.
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