Wednesday, June 19, 2024

BT16 Purple/Red (Imperialdramon) Deck Profile

I will be posting a very specific type of Digimon deck, the Veemon line (as I'm mainly posting One Piece stuff). Any others, I don't really care unless people want to help out the and post the others. Imperialdramon Black or Black Imperialdramon got a few support from BT16 set. Although compare to the normal Imperialdramon, they don't have a lot of support, so we need to make use of the cards we've got currently. If you want to check the list, scroll all the way down and ignoring the writing sections as this post will be very long.


Imperialdramons


I am only running 1 type of Dragon Mode, but for Fighter Mode, we have 3 different choices to choose from, as these cards only needs you to digivolve on top of Dragon Mode for 2 ignoring their colour requirements. BT12 Fighter Mode have 2 effects, the first effect works when digivolving, suspend all of your opponent's Digimon without any digi sources. Then, return 1 of your opponent's suspended Digimon to the owner's hand. By returning 1 Dragon Mode from this digi source into your hand, return all of your opponent's suspended Digimon to the bottom of the owner's deck instead. This is good as we want to reuse Dragon Mode's effect, and making use of the Blitz and power bonus. The second effect works all turn, this Digimon gains 1k DP for each colour in the digi source. While, you have 2 or more colours, this Digimon gains security attack +1 and Blocker, so we could potentially gain 3k DP max having a 16k Blocker, easily stopping any of your opponent's attacks.

Fighter Mode Ace is optional to use, I do like this one effect more than BT12 Fighter Mode, but BT12 Fighter Mode can also be handy in certain situations, which is why I am running both in build. Fighter Mode Ace have Blast Digivolve like all other Ace cards with 2 effects. The first effect works on play/when digivolving, returning 1 of your opponent's Digimon with as many or as fewer as this Digimon's digi sources. However, what I am aiming for is the end of attack effect. Once per turn, unsuspend this Digimon, then if Dragon Mode is in this Digimon's digi sources, return 1 of your opponent's suspended Digimon to the bottom of the owner's deck. As long as we have Dragon Mode in the digi source, we can constantly reduce your opponent's board as long as those Digimons are rested.

Now the main card of the deck EX3 Dragon Mode, once we can get Dragon Mode on the field, we can do whatever we want with Fighter Modes in the deck. Dragon Mode can be DNA Digivolve using 1 purple Lv5 and 1 red Lv5 Digimon for 0 cost, instead of paying the 4 cost to digivolve. Dragon Mode have 2 effects, the first effect works when digivolve, if you DNA Digivolve, your opponent chooses 1 Digimon, delete all of their other Digimon. Then, Blitz. You do not need to DNA Digivolve for the Blitz keyword, but if you want the board wipe effect, then DNA Digivolving would be better. The second effect works when attacking, this Digimon gains 2k DP for the turn, then this Digimon may digivolve into Fighter Mode in your hand for the digi cost. So Fighter Mode will gain that extra 2k DP that is carried on from Dragon Mode's effect, helping you break through a lot of Security Digimon's DPs.

Lastly EX3 Fighter Mode, not as important anymore because we've got new Fighter Modes who can work better instead of EX3 Fighter Mode. Fighter Mode have Piercing, so we could swing at suspended Digimon, and your opponents will still take damage, then we've got 2 effects. The first effect works when digivolving, by returning 1 Dragon Mode from this Digimon's digi sources to the bottom of your deck. None of your opponent's security cards can activate their security effects. There's a lot of cards that have security effects like options and tamers cards, so this will shut those down and we won't need to worry about anything except Digimon DP for the turn. The second effect works on deletion, you may play 1 Wormmon and 1 Veemon from your trash without paying their costs. This will help to trigger their on play's effects again and start DNA Digivolving into Dragon Mode again.

DNA Digivolving + Supports


The key part of this build is triggering the DNA Digivolving to get into Dragon Mode and attack on your opponent's turn. BT16 Dinobeemon is one of the new cards in this BT16 set. You can perform DNA Digivolve by using 1 purple Lv4 and 1 red Lv4 Digimon. It has Raid and the new keyword Partition purple Lv4 and red Lv4. This is just basically like De-fusion in YGO where we can get out Digimon back so we could DNA Digivolve again. BT16 Dinobeemon only has when digivolve effect, if DNA Digivolve, you may play 1 Lv5 or less Free trait Digimon without paying the cost. Then, 1 of your Digimon gains Rush for the turn and attack a player. We can do some extra attack with this effect and hope that your opponents doesn't have any security effects that could remove your Digimon. For the inherited effect it is just the same Partition effect as the main's effect, so I won't expand on this.

EX3 Dinobeemon is not as important as BT16 Dinobeemon, however, the effect can still come in handy. Just like BT16 Dinobeemon, you can perform DNA digivolve by using 1 purple Lv4 and 1 red Lv4 Digimon. Then we have 2 different effects, the first effect works the best when DNA digivolving, you may play 1 Paildramon from your trash without paying the cost. The second effect works on deletion, you may play 1 Wormmon from your trash without paying the cost, so we could start DNA digivolving on our way up if we managed to lose Dinobeemon. The inherited effect is if this Digimon has Imperialdramon in its name, it can also attack your opponent's unsuspended Digimon, so we could try and remove your opponent's Digimon, whilst EX3 Fighter Mode have Piercing effect dealing damage to your opponents.

EX3 Paildramon is very similar to EX3 Dinobeemon's effect, but there's really no surprised here as Imperialdramon is pretty much a fusion of those 2 Digimon. You can perform DNA digivolve by using 1 red Lv4 and 1 purple Lv4 Digimon. Then, we have 2 effects, the first effect works the best when DNA digivolve, you may play 1 Dinobeemon from your trash without paying their cost. The second effect works on deletion, you may play 1 Veemon from your trash without paying the cost. Again, just like EX3 Dinobeemon, if we managed to lose Paildramon, we can get back our rookie and start working way up again. The inherited effect is while this Digimon has Imperialdramon in its name, it gains Security Attack +1, combining this with BT12 Fighter Mode, we could deal 3 damage in 1 turn, whilst combining this with BT16 Fighter Mode, we could swing twice dealing 4 damage in 1 turn.

Both EX3 Shadramon and EX3 Flamedramon have the same effect except with 1 change, and that is the colour you digivolve into when you use their effects. Shadramon's when digivolving effect gives you 2 choices, either 1 of your other Digimon can digivolve into 1 red Lv4 Free trait Digimon from your trash by for the cost, or this Digimon and one of your other Digimon can DNA Digivolve into a Digimon from your hand. The inherited effect works at the end of your turn, this Digimon and 1 of your other Digimon can DNA digivolve into a Digimon from your hand. Flamedramon's effect is the exact same as Shadramon with the exception instead of digivolving 1 red Lv4 Free trait Digimon from your trash, you choose 1 purple Lv4 Free trait Digimon instead.

Veemon + Wormmon Forms


Now we've got 2 Digimon who requires the rookies in order to reduce their digivolve cost by 1. P-110 Shadramon is one of the key card in this build, and I hope Bandai will reprint this card so it's easier to build. You can digivolve on top of Wormmon for 2 instead of digivolving for 3, then we've got a when digivolving effect. You may play 1 Veemon/Wormmon from your trash suspended without paying the cost. Suspended Digimon doesn't really matter for this deck as we can DNA digivolve and have unsuspended Digimon instead. The inherited effect works on deletion, you may play 1 Veemon/Wormmon from your hand suspended without paying the cost. This effect is a bit different than the when digivolving effect, and honestly I prefer using the trash instead of the hand, not like we are hard playing them anyway from hand.

BT16 ExVeemon can be quite handy, however if you want to DNA digivolve, only works with Shadramon instead of Flamedramon because of the blue and red colour of this card. You can digivolve on top of Veemon for 2 instead of paying the 3. Then we've got Raid keyword and an on play/when digivolving effect. 1 of your Digimon cannot be deleted in battle until the end of your opponent's turn. This can protect 1 of your Digimon, ready to DNA digivolve during your next turn, or we want to protect Fighter Mode Ace so our opponents won't gain memory when it leaves the field. The inherited effect works on your turn, this Digimon gains 2k DP, so we could make Imperialdramon gain even more power.

The Rookies


You want to hard play these cards most of the time with the except of BT16 Wormmon as you need the trash to set up for that Wormmon to work. BT16 Wormmon can be digivolve on top of Minomon for 0, otherwise you would need to pay the 1 cost when you digivolve. The main effect works at the start of your main phase/on play, if its your turn, 1 of your Digimon may digivolve into a Lv4 with Insectroid/Free trait Digimon from your trash with the digivolution cost reduced by 1. We could choose EX3 Flamedramon or EX3 Shadramon and keep digivolve from trash until we can DNA digivolve from our hand into Dragon Mode. The inherited effect works when attacking, suspend 1 of your opponent's Digimon. Thanks to this effect, EX3 Dinobeemon does seems to be useless if we've got this in the digi source.

EX3 Wormmon is the main card we want to hard play from hand because it is a searcher. The effect works on play, reveal the top 3 cards of your deck, add 1 purple/red with Free trait card or 1 Imperialdramon among them to your hand, and trash 1 among them. Place the rest at the bottom of your deck. What I like about this effect is that Imperialdramon can be any colour as long as they have Imperialdramon in their name which is why we can easily search for BT12 and BT16 Fighter with this Wormmon's effect. The inherited effect is while you have a red Digimon in play, this Digimon gains Retaliation. Retaliation is very strong as we could sacrifice our Digimon to remove their high DP Digimon, however, some Digimon got effect protection, so it would be hard to remove those Digimon.

EX3 Veemon can digivolve on top of the digi egg but only if you've got nothing to trash in your hand, as you have to trash something first in order to draw 2. This is the on play effect. The inherited effect is if you have a purple Digimon in play, this Digimon gains 2k DP, so if we can combine this with ExVeemon's inherited, we could gain 4k DP in total.

Option Cards


As we are mainly focusing on the Digimon side of things, I am not running a lot of option cards we could use for the deck. In fact, if Calling from the Darkness wasn't limited, I will just run that 1 card in the build as the only option card for the deck. Calling from the Darkness main effect is delete 1 of your Digimon, then return up to 2 purple Digimon from your trash to your hand. Most of the cards in this build is purple base, but we do have some red colours, but not like those matter as both Shadramon can play those red Digimon from trash. The security effect is just add this card to your hand.

Instead of Pandemonium Flame, you can run Death Claw, as this is an optional slot to fill in, but I do like Pandemonium Flame better in the build. The main effect is you may delete 1 of your Digimon to delete 1 of your opponent's suspended Digimon with level less or equal to the deleted Digimon's level. The highest we could delete is Lv6 since we are not running any Lv7s, but you want to target EX3 Fighter Mode mainly with this effect so we could trigger Fighter Mode's on deletion effect and play our rookies on the field, not losing too much in the process. In fact, we would gain Digimon on the field whilst reducing your opponent's board. The security effect is delete 1 of your opponent's unsuspended Digimon, this is not too bad as we could potentially reduce the number of attacks your opponents can do.

Tamers


Now I am running 3 different Tamers for this build and BT16 Davis & Ken is a huge help to this build as we mainly hard play rookies, and hard playing rookies will cost you memory. BT16 Davis & Ken have 2 effects, the first effect works at the start of your main phase. Play 1 Veemon/Wormmon from your hand without paying the cost. At the end of your opponent's turn, return it to your hand. The second effect is useless as it works with very specific colour which this deck only run 3 different ones. When your Digimon digivolves into a blue or green Digimon, by suspending this Tamer, gain 1 memory. If DNA digivolves, you may trash any 3 digi sources of your opponent's Digimon. Obviously we won't be getting this DNA digivolve effect and the memory gain works on very specific card, but we mainly want this tamer to play our rookies for free. The security effect is play this card without paying the cost

BT2 Matt is a memory setter and memory setter is quite important unless your opponent suddenly gives you 5 memory every once a while so you could do stuff. Matt have 2 effects, the first effect works at the start of your turn, if you have 2 or less memory, set your memory to 3. This will gives you some room to work with your cards. The second effect works on play, add 1 purple Digimon/Option card from your trash to your hand. I want this effect as we could return some cards we need from the trash and use those cards again. The security effect is play this card without paying the cost.

Analog Youth is very handy for this build, a deck who mainly focus on using the trash. Analog Youth have 2 effects, the first effect works on play, reveal the top 3 cards of your deck, add 1 Digimon among them and trash the remaining cards. This is similar to EX3 Wormmon, but EX3 Wormmon gives you a specific mill compare to Analog Youth random mill. The second effect works all turn, when one of your Lv5 or higher Digimon with digi sources is deleted, you may suspend this Tamer to gain 1 memory and hatch 1 digi egg into an empty breeding area. We will be rarely moving the digi egg around, but the extra 1 memory can be really helpful. The security effect is play this card without paying the cost.


Deck List




BT16 BlackImperialdramon


How it Works?

First you rarely want to digivolve onto the digi eggs unless you have to. Most of the time we want to hard play our rookies to trigger their on play effects with the except of BT16 Wormmon as that Wormmon needs a Lv4 in the trash to work. If we can get BT16 Davis & Ken on the field, that will be even better as those rookies can be played for free from our hand. You also want to set up the trash by milling certain cards so we can set up the digivolving from trash, then DNA digivolving from hand and play Dragon Mode during your opponent's turn and attack with Dragon Mode all on your opponent's turn.

Koromon can act as the draw power as we rarely have any draw power cards in this build, mainly mill. However, we will need to be careful how much we mill since draw and mill can easily deck out if we don't finish off your opponents. The 2 different Fighter Mode, BT12 and BT16 will gives you more options for attacking rather than just using EX3 Fighter Mode who mainly works for 1 turn. 


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A former VG Blogger who is trying a different card game blog, expanding the blog rather than focusing on one card game. Wanting to get the blog popular, start recruiting authors and then go from there.