Wednesday, June 26, 2024

BT16 Yellow/Blue (MagnaX) Deck Profile

For Vee Armor, they've only got some new cards, but specifically the main card MagnaX for the deck who makes a huge difference to the build. This MagnaX is a lot aggressive compare to BT9 version who is more defensive. I do like this MagnaX very well as it gives Vee Armor plenty of options to choose from thanks to the 1 card. I'll be posting 2 deck builds for this MagnaX build, both builds will be very similar with some tweak to the deck, so it won't be a huge difference.


X Antibody


One of the builds will be using all 3 of these cards whilst the other will only use 2 of these cards. We have 2 different MagnaX and a Tamer who supports X Antibody. BT9 MagnaX can be digivolve on top of Magnamon for 4 memory. MagnaX have 2 effects, the first effect works on your opponent's turn. When an opponent's Digimon attacks, if a card with Armor Form trait or X Antibody is in this Digimon's digi sources, you may switch the attack to this Digimon. What I like about this effect is that it is not once per turn, so as long as your opponents got low DP Digimon, they won't be able to attack normally without you forcing your attacks onto MagnaX. The second effect works all turns. When this Digimon would be deleted, you may place the top card of this Digimon to top of your security stack face down to prevent the deletion. Thanks to this effect we can get Magnamon to set up for another MagnaX depending on what you have got in hand.

BT16 MagnaX is the main card we want to have. 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. I doubt we would be swinging with Magnamon as it would be risky, so we would have to ignore the unsuspend part and just focus on the 3k DP and not being affected effect. 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.

Shuu Yulin is a Tamer that can be very useful with the MagnaXs 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/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/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.

Magnamons


We are not running any Lv5s to play our Lv6s, so to cheat out MagnaX, we will need to rely on these cards. You don't have to run all Magnamon, and one of them will mostly get replaced when Flamedramon promo comes out. All these Magnamon can digivolve on top of Veemon for 3 instead of paying their 4 memory to digivolve. ST17 Magnamon have 2 different abilities on top of being a Blocker and Armor Purge. 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.

The one thing I hate about BT13 Magnamon is that it doesn't have Armor Purge like the rest of the Magnamon in this build, But then again I guess is something to do with BT13 Magnamon's effect. It has Blocker with an effect that works all turns, when this Digimon would leaves the battle area, draw 1 card. Then, you may play 1 Veemon from your hand or from this Digimon's digi source without paying the cost. I guess if Bandai gave this Armor Purge, it would be pretty broken as we would be getting 2 Digimon instead of one. What I also like about this effect is that it also works when your opponents use card effects to target BT13 Magnamon and doesn't need to be deleted in battle for the effect to work.

BT8 Magnamon is a card that works better in the late game more than early game. Also have Blocker and Armor Purge just like ST17 Magnamon, but only one effect and that effect works when digivolving. 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.

Now one of the main card in the build, Awakening of the Golden Knight. You can play this card ignoring the colour requirements if you have Armor Form trait Digimon in play. This shouldn't matter too much with the only exception is ST17 Magnamon who is blue/black compare to the others who are yellow/blue, but they are Armor Form Digimon, so it will work either way. 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. Armor weakness is DP reduction as the DP reduction will carry on to the next Digimon, so having this card in build will be very handy. Also we can play MagnaX for 3 instead of paying 4/5 memory to digivolve on top of Magnamon. The security effect is return 1 Magnamon in its name from your trash to your hand and add this card to your hand. This is also a very useful effect as we could recycle Magnamon if they managed to get into the trash.

Veemons


Obviously to make our Magnamon to be able to digivolve for 3, we will need Veemons, plus this is an Armor Vee deck, so of course we would be running Veemon only. 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 is treated as Free trait, so we could also add that card 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. Personally I think this effect is better than P-117 Veemon as we don't need a Tamer in play. But 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.

Lastly, P-124 Davis is an very important Tamer in this build. 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.

Removals


One of the builds will be able to run both of these cards as removals and one of the builds will only be running 1. DeathXmon is very useful to have if you can get your hand on the card as the price cost as much as MagnaX, or maybe even more. 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, since we can spam Digimon with ease, we could easily play DeathX for free. The second effect works on play/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.

Heaven's Judgement can easily be used thanks to Magnamon having Yellow as part of their colour with the exception of ST17 Magnamon. It's also very strong in the build have we have a lot of different colour Digimon, making the main effect very deadly. You can play this card ignoring the colour requirement if your have a green Digimon or Tamer in play, but this doesn't matter. 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 colour your 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 mainly what most people are running at unless they have power boost in the build to make that Digimon hit a lot higher DP, surviving this security effect.

Option Cards


Now the rest of the option cards that both decks will be using. Final Zubagon Punch is amazing in this build as it works with both MagnaX in the deck. The main effect is 1 of your Digimon gains 3k DP until the end of your opponent's 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 turn. Blocker will not matter in as both MagnaX doesn't care about the Blocker, but power bonus and security attack +1 will matter especially if we can combine with Shuu inherited, swinging for 3 security whilst having BT16 MagnaX unsuspended to attack again for another extra 3 security. The security effect is add this card to the owner's hand.

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. You wouldn't have any trouble searching for Digimon except DeathX who is not a blue Digimon. The second effect is a Delay effect, gain 2 memory. The extra 2 memory will be enough to play cards like Zubagon Punch or MagnaX if you need to. The security effect is place this card in the battle area.

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. There is some risk with this effect as we do have some non blue cards, and looking at top 2 is way less than top 4, so you could potentially wiff the effect. 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. The Magnamons are all high cost to digivolve, so having Mental Training in the build can really help. The security effect is place this card in the battle area.


Deck List


MagnaX


MagnaX V2


MagnaX

MagnaX V2


Digi Eggs x4

Lv3s x14

Lv4s x12

Lv6s x6

Lv7s x2

Options x10

Tamers x6




How it Works

Two decks that are very similar as they are both Armor Vee builds with the only exception is running BT9 MagnaX. Personally, I do like BT9 MagnaX as it forces your opponents to attack that Digimon, especially if we can power that Digimon up using Final Zubagon Punch, so your opponents would not be able to attack your security easily, and we won't need to worry about needing Blockers to stop the attacks.

The other build focus on BT16 MagnaX only, going all out and relying on the removals to stop your opponent's board. It is more risky, but we can be very aggressive against your opponents. You could reduce 1 BT13 Magnamon to increase the number of Veemon to 16, so we could have a rookie rush Armor Vee build if you get what I mean. The more aggressive the better, so we could finish the game sooner rather than later.


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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.