Saturday, August 2, 2025

BT21 Blue (MagnaX(BT16)) Deck Profile

Its been awhile since I last posted a Digimon build. I've decided to post an updated version of MagnaX as this deck got hit by the ban list. Although, thanks to the new cards, we wouldn't need to worry too much, but we definitely lost some key cards for this build. As you know, MagnaX doesn't really have a main colour, as most of the colours can work with each other as long as we meet the requirements.



BT21 MagnaX





How it Works?

A lot of changes have been made since the last build, mainly trying to cramp as much cards as possible for this build. Losing both Blinding Ray and Awakening of Golden Knight hurts, as those cards were the key cards for MagnaX. Without those cards running at maximum copies, we will need other methods like digivolving on top normally to reduce as much memory needed for this build.

I needed all the option cards, so it wasn't possible to fit any Tamers in the build aside from memory setter. It was one thing I had to sacrifice, but then again, I have also reduced the numbers of Veemon in the build. It didn't affect too much for this deck, except, we cannot go aggressive as we used to for this build. Instead, we are focusing on digivolving to MagnaX, then have our Lv7s ready if we need to use them.


X Antibodies


Compare to the previous build, I am focusing more of X Antibody Digimon which means X Antibody Option card will be very important to get in your hand, as it will trigger these X Antibody Digimon's effect without the need of their normal forms. BT20 MegaSeadraX can work on play or when digivolving, return 1 of your opponent's Lv4 or lower Digimon. Then, if you have MegaSeadra or X Antibody in the digi source, 1 of your opponent's Digimon cannot suspend until the end of their turn. This main effect can stop your opponent's attacks or Blockers depending on what they have got on the field. The inherited effect is this Digimon's attack target can't change. This is very important especially for MagnaX who can swing multiple attacks in a turn, and could easily bypass your opponent's Blockers.

BT16 MagnaX is still the main card of the deck, but since I am not maximising Magnamon in this build, we won't be cheating this card out for 5. This is the alternative digivolve cost instead of digivolving the normal way. We also got Blocker and Armor Purge which is amazing for defence. 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.

BT20 OmniX is very powerful, but of course, this card is very situational as it is pretty much a board wipe card. But we do have Raid, Piercing and Blocker. The effect works on play or when digivolving, if Omni or X Antibody is in this Digimon's digi source, choose 1 of both player's Digimon and delete all of the other Digimon. Then, return 1 of your opponent's Digimon to the bottom of the owner's deck. It won't be ideal to play OmniX when you have Digimon that can attack, you could play OmniX after those Digimon have attacked, so we won't lose anything on our side. The second effect works at the end of your turn, 1 of your Digimon gains Rush and attack without suspending. This second effect means our suspended Digimon could attack your opponent which is quite handy to have.

Of course, we shouldn't forget about X Antibody who helps to trigger these Digimon's effects. You can play this card ignoring colour requirements if you have a Digimon in play. The security effect is gain 1 memory and add this card to your hand. The main effect is place this card under 1 of your Digimon without X Antibody in its digi source as its bottom digi source card. Then, we have 2 inherited effect, the first inherited effect is effect can't trash X Antibody in this Digimon's digi source. The second effect works when attacking, this Digimon can digivolve into a Digimon with X Antibody trait in your hand by paying the digivolution cost. The when attacking effect works really well with Magnamon as we could digivolve into MagnaX, allowing MagnaX to unsuspend and have a Blocker during your opponent's turn.

Armor Form


You could be very straightforward and run Magnamon only as the Lv4s, but I've decided to run Flamedramon promo in the deck as we could easily digivolve into that card for 1 instead of 2. Anyway, ST17 Magna is the main card that we must have 4 copies of as we don't need set up like the other 2 Magnas in this build. 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.

BT21 Magna is a better replacement than BT13 Magna as this one has Armor Purge, so the replacement was very straightforward. Just like the all the Magna got released, we also got Blocker with a when digivolving effect. The effect is this Digimon unsuspends. Then, 1 of your opponent's Digimon loses 2k DP for each Armor Form trait in your trash. This is the reason why I don't really want to run maximum copies, as this effect works best when you have a lot of Armor Form in trash.

BT8 Magna is pretty much the same reason as BT21 version where the effect works best during mid to late game where we have enough cards in the trash. We have Blocker and 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. Unlike the BT21 version, this is more of a power Blocker, or we could swing for another attack if we are lucky enough.

Lastly promo Flamedramon, you don't have to run Flamedramon if you haven't got the card. You can increase the number of Magna in the build and run BT21 Lighdramon in the deck instead. Promo Flamedra is effective, but won't help if we haven't got the card. Flamedra have Raid and Armor Purge with an effect that works when this Digimon's attack target is switched, your opponent adds the top card of their security to their hand. We can remove your opponent's Digimon as well as a security card which is what I like about Flamedra, and it is possible with the Raid ability who can switch attacks.

Veemon


All of these Veemon will be similar to each other which is reducing the digi cost by 1 making the Armor Form Digimon much cheaper to digivolve on top. 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. Unfortunately, we do need a Tamer for this effect to work, and I am only running 2 in the build, so you will be mainly focusing on the inherited effect instead. The inherited effect works when attacking, if this Digimon has 2 or more colours, draw 1 card. This is not once per turn, and thanks to the Magnas who can unsuspend, we could draw 2 cards per turn.

BT16 Veemon will let you also reduce the amount of digivolution cost needed for the Armor Form Digimons. You can also digivolve on top of DemiVeemon for 0, so we don't care about the colours for digivolving. 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. The inherited effect works during your turn. This Digimon gains 2k DP, it would make your Digimon hit decent numbers.

BT21 Veemon is basically like P-117 Veemon but a lot better when it comes to the main effect. Just like BT16 version, you can digivolve top of DemiVeemon for 0, so we don't have to pay the 1 cost to digivolve. The main effect is when this Digimon would digivolve into Armor Form trait, reduce the digivolve cost by 1. At least, we don't need any Tamer in play to trigger the effect. The inherited effect is the exact same as BT16 version where this Digimon gains 2k DP.

Armor Form Supports


As you can see, these cards can be played without the colour requirements as long as we have Armor Form on the field. Fire Rocket is to make our attacks more aggressive, especially for MagnaX who could swing twice. The effect is simple, 1 of your Digimon with 2 or more colours gains +1 Security Attack. The security effect only deletes 1 of your opponent's Blocker Digimon. Hopefully, we can see Fire Rocket in hand rather than security area.

Unfortunately, Awakening of Golden Knight is limited to 1, meaning we won't be able to cheat out our MagnaX to the field easily. We would need to rely on digivolving our way up normal. 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.

Reducing Evolution Costs


Veemon aren't the only cards who can reduce digivolution costs for the Armor Form cards, we also have these 2 cards. Mainly aim toward MagnaX or Lv5s, so we don't need to pay huge digivolution costs. 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. The security effect is place this card to the battle area.

Memory Ramp


Memory ramp will also be helpful as they will allow us to play more cards rather than just digivolving on top. Wisteria can will also work if we only have red colour on the field, but this doesn't matter for this deck who main blue as the colour. The effect is reveal the top 3 cards of your deck, add 1 blue or red Digimon among them to your hand. Return the rest to the bottom of your deck, then, place this card to the battle area. This is a lot better than Blue Memory since we have cards like Jesmon GX who doesn't have any blue colour. The only downside will be the amount of Option cards in this build, so you might hit and miss with this effect. The second effect is Delay gain 2 memory. Of course, we shouldn't forget about the security effect which is place this card to the battle area.

Blinding Ray got limited, so we can't gain memory easily whilst triggering MagnaX's effect. I guess when you don't have rotation, these old cards can be very deadly with the new stuff if they haven't test the game problem. The main effect effect which is trash the top card of your security to gain 2 memory, this is not bad for 0. Doesn't matter if we got no security effect. But now, protecting MagnaX will be a bit more difficult without the cards who can't trash security.

Power


You can run more copies of these cards, however, I am not running any White Tamers who could play these cards easily, which is why I am only running these cards as 1 of. Both of these cards can power up your Digimon so we don't need to worry about Security Digimon, or Digimon in general when we use the Blocker ability. Island of Adventure can be played ignoring the colour requirements if you don't have any face up Island of Adventure in your security area. The security effect works all turn, all of your Lv3 or higher Digimon gains 2k DP. 2k DP can be a lot if we combined with our other power up cards in this build. The main effect is add the top security card to the hand. Then, place this card face up as the top security card. Unfortunately, being the top security cards means we might have to stop your opponent's attacks early if we want to keep the power bonus. The other security effect is you may play 1 Tamer card from your hand without paying the cost.

Gennai's House on the other hand will be a lot better to have in hand, but if you have these 2 cards face up in your security. Then, our Digimon could gain some major power ups when we swing. Just like Island of Adventure, Gennai's House can be played ignoring the colour requirements if you don't have any Gennai's House face up in your security area. The security effect works on your turn, all of your Lv3 or higher Digimon gains 3k DP. Unfortunately, we won't be able to power up our Blockers like IoA, but we would have more power to swing either your opponent's Digimon or security. The main effect is add the bottom security card to your hand. Then, place this card face up as the bottom security card. Being the bottom means we won't need to worry about losing the power up like IoA, so we can comfortably swing at your opponents without worrying. The other security effect is play 1 Lv3 Digimon from your trash without paying the cost.

Other Supports


The rest of the supports are very straightforward as they are mainly 1 copy each except our Tamer. BT19 Haunkun can be run at 2 instead of MegaSeadraX, but it is all about personal preference. Both cards with have up and downside. Haunkun is a Blocker with an on play or when digivolving effect. The effect is 1 of your Digimon can't be deleted by battle until the end of your opponent's turn. This will allow our Blockers to stay on the field for an extra turn, so we could digivolve on top for MagnaX. The inherited effect is exact same as MegaSeadraX where this Digimon's attack target can't change.

BT20 Jesmon GX can be used in this build thanks to MagnaX having the colour black, so we could use the Ace ability if we need to. The effect works on play, when digivolving or when attacking, by placing 1 Royal Knight trait from your hand or trash as this Digimon's digi source, delete 1 of your opponent's Digimon with as much or less DP as this Digimon. MagnaX is also Royal Knight Digimon, so we can easily trigger this effect to stop your opponent's attacks. The second effect works when attacking, this Digimon unsuspend. Then, for every 2 Royal Knight trait in this Digimon's digi source, trash your opponent's top security card. Unfortunately, we can only use the unsuspend ability unless you get really lucky with MagnaX.

We do have another Ace card in this build who is BT17 Paladin Mode. Although Jesmon GX would be better during your opponent's turn as Paladin Mode doesn't do much if we use Blast Digivolve. 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. The other white Digimon is OmniX, but seeing both are at 1 copy, you will need to be very lucky. 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.

Lastly, we have our memory setter BT3 Davis. Davis can help you search out more cards thanks to the on play effect. The on play effect is reveal the top 3 cards of your deck, add 1 blue or green Digimon to your hand. Then, place the rest at the bottom of your deck in any order. Aside from Jesmon, the other Digimon can be added to your hand. The unfortunate thing is that we are also running plenty of Option cards in this build, so the effect can be hit and miss. The security effect is play this card without paying the cost.

No comments:

Post a Comment