Sunday, June 23, 2024

BT16 Blue/Green (Imperialdramon) Deck Profile

 

More support to come for Imperialdramon in BT17 unlike the other Veemon line. Personally I think this line got too many support already and Bandai should looking at BlackImperial or Ulforce deck instead as those build have lack of supports. I don't really care if Imperialdramon is fan favourite, the amount of support they've got is ridiculous, whilst the others got treated poorly in this game. Anyway, very straightforward upgrades with BT16 support for this deck, it is all about playing with the numbers to fit everything in the build.


Imperialdramons


We don't run many choices for Imperialdramon line, we just only need mostly the new Imperialdramon from BT16 set. BT16 Dragon Mode can be digivolve on top of Paildramon/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.

BT12 Fighter Mode is still very handy in this build as you can use this card in certain situations. 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. We can get Fighter Mode to 16k DP, but that's only if you can get BT16 Wormmon in the digi source by DNA digivolving, otherwise, we will mainly have a 15k DP Fighter Mode.

BT16 Fighter Mode is an Ace card where it has Overflow -4 so we need way to protect this on the field. 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/ 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.

DNA Digivolving


No Dinobeemon in this build because I don't think Dinobeemon's effects will be handy compare to a all Paildramon line up. Paildramon can be DNA Digivolve using 1 Lv4 blue and 1 Lv4 green Digimon. 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 new card with the Partition keyword, so it is like De-fusion in YGO. 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. This won't be difficult to trigger as we will be doing the suspending with the when digivolving effect. The inherited effect is Partition blue Lv4 and green Lv4 Digimon.

Lastly another multi attacking Digimon is ST9 Paildramon. This has no inherited effect like the other 2, but I mainly using this as a multi attacker to deal as much damage as possible before digivolving into Imperialdramon. 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, this is once per turn, but we can do some aggressive attacks early on.

ExVeemon + Stingmon


Personally, you won't be needing any of the new ExVeemon or Stingmon from BT16 set, as these old cards still works wonder for this build. 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


Now we have the rookies who will be playing a key part to this build. 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. I recommend not to have BT12 Veemon and Wormmon inherited effect together as we want more variety of inherited effects for our Digimon.

BT16 Wormmon can be very handy especially when it comes to Digimon from the trash. You can digivolve on top of Minomon for 0, but we are not running any Minomon in the build, just DemiVeemon. The effect works at the start of your main phase/on play, if its your turn, 1 of your Digimon may digivolve into a Lv4 Digimon with Insectroid/Free trait from your trash with the digi cost reduced by 1. This can be really handy to set up for DNA digivolving, especially when all the Lv4 Digimon only cost 2 to digivolve if they are from hand. Wormmon will help to reduce that cost by 1, so we would only need 1 memory to digivolve for a Lv4. The inherited effect works when attacking, suspend 1 of your opponent's Digimon. Unfortunately this is only once per turn, but would work really well with BT12 Stingmon's Piercing ability to deal damage to your opponents whilst deleting their Digimon.

Option Cards


The option cards are very simple and they are all multicoloured, so you will need a multicoloured Tamer on the field or Lv5 or above Digimon to use these cards. Invincible Dragon Insect Fusion is a strong card, the main effect is play 1 ExVeemon/Stingmon from your hand without paying the cost. Then, your Digimon may DNA digivolve into a Digimon from your hand. Until the end of your opponent's next turn, that DNA digivolved Digimon cannot be deleted by battle and gains Blocker. If we use this with BT16 Paildramon, it will be a win win situation because if they try to remove BT16 Paildramon with effects, the Partition will kick in, and if they don't we would have a Blocker that can't be deleted for a turn. The security effect is play 1 Veemon/Wormmon from your hand or trash without paying the cost. Then, add this card to your hand. Specifically we do want to play BT12 Veemon/Wormmon to trigger their on play effects and start adding cards to our hand.

Giga Death is like a board wipe in this deck unless your opponents can get more than 10 Digimon on the field with ease. The main effect is suspend 1 of your opponent's Digimon, then, place up to 10 of your opponent's suspended Digimon to the bottom of their owner's deck in any order. We will be doing a lot of suspending in this build, so it won't be hard to return a lot of suspended Digimon back to the deck. The security effect is suspend 1 of your opponent's Digimon, then, return 1 of your opponent's suspended Digimon to the bottom of the owner's deck. This could help to remove any high level Digimon and we won't be seeing that Digimon for a while.

Megadeath is weaker than Giga Death, but most of the time, we won't be needing to pay that 9 memory to board wipe the field, as we would mainly be attacking your opponent's suspended Digimon. The main effect is suspend 1 of your opponent's Digimon, then, return 1 of your opponent's suspended Digimon to the owner's hand. Unlike Giga Death who returns Digimon to deck, Megadeath can only return Digimon to your opponent's hand to slow them down, but it doesn't mean we won't be seeing that Digimon for a while. The security effect is just activate this card main.

Tamers


For the Tamers, we only need 2 of them, one of course being a memory setter and the other is from the latest BT16 set. 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/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. What we want is DNA digivolving so we could trash any of your opponent's Digimon digi sources and can make BT12 Fighter Mode a board wipe card if they have no digi sources. The security effect is play this card without paying the cost.


Deck List




BT16 Imperialdramon


How it Works?

We will need to focus on DNA digivolving with this build, and it is very easy to do with the amount of cards we've got. We also have insane draw power thanks to DNA digivolving, the digi eggs, promo Veemon and ST9 Stingmon, so you wouldn't struggle for cards. We definitely need to use the searchers to search out the Tamers and Digimon using BT12 Veemon and Wormmon so we could get the field going. We want to attack with Paildramon instead of waiting for Dragon Mode as Paildramon can do 2 attacks per turn, plus we have Jamming thanks to ExVeemon's inherited so you wouldn't need to worry about Security Digimon. 

The deck is very straightforward, anything you need is on the card, so whatever you do, you will trigger those card's effects, no need to go with any rulings or timing of the cards etc. The 1 card I'm iffy about is Giga Death as this could be replaced by increasing 1 copy of BT12 Fighter Mode since we can easily trash your opponent's digi sources to do board wipe.


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