Abbado-upgrade

frostissimo9902 frostissimo9902 371 views Apr 28, 2026 Updated Apr 30, 2026
Black Budget
Playtest Purchase
Deck Primer

[Edit: Now with correct math for Parabolic Junk]

The new Ghoulmon  adds SO MUCH.

-Easy way to trigger [On Deletion] for RareRaremon 

-Accelerated hatching if Analog Youth is on board allowing the deck to pop off at least one turn earlier.

-Parabolic Junk can make the card neutral or even memory positive when triggered off at least a RareRaremon. Turn 2 Negamon cost reduction effect 12 base - 7 from RareRare - 2 Parabolic - 3 Negamon = 0 cost play and even goes positive with even a single Analog Youth

...

[Edit: Now with correct math for Parabolic Junk]

The new Ghoulmon  adds SO MUCH.

-Easy way to trigger [On Deletion] for RareRaremon 

-Accelerated hatching if Analog Youth is on board allowing the deck to pop off at least one turn earlier.

-Parabolic Junk can make the card neutral or even memory positive when triggered off at least a RareRaremon. Turn 2 Negamon cost reduction effect 12 base - 7 from RareRare - 2 Parabolic - 3 Negamon = 0 cost play and even goes positive with even a single Analog Youth on the board. Yes, this is a Lalaland combo, but even without Parabolic, the efficiency is amazing. 

Turn 3 math with Just 1 Analog Youth On deletion effect: 12 - 7 - 4 - 1 = 0 AND you get to play up to a Level 5 from hand, either setting up
a)another RareRaremon to climb into Abbadomon as long as you have at least one more Digimon to play
b)using Eyesmon for a check or trash diving
c)Scatter Mode or Soundbird to dig for pieces

This turn also sets you up for the last egg, which at a 5 cost reduction makes Soundbird and Scatter free or if you played (a) or (b) gives a second free Ghoulmon, and (a) further continues the combo with letting you play up to a level 6 for Abbadomon into Core or a THIRD Ghoul etc. 

-No Once Per Turn on the deletion or security trash gives absurd value even if you crash into a blocker or a boss monster in security. Just 1 Ghoul entering the board guarantees at least one pop, 2 if you keep turn and swing, then hitting 3 on its own attack, 4 if losing the security battle.

It is entirely possible to have 2 Ghouls enter on turn 3 as long as there is a cost 7 on board, 1 in hand and an Analog Youth has been set up, and all you need is 0 (Rarerare) or 1 (Eyesmon) memory. Second Ghoul is free, as long as you popped a RareRare and had any other cost 7 to play.

Ratios must be adjusted after testing, but the ideal setup might not even need any extra level 5s out of archetype, to keep the deck lean and efficient. +1 Analog Youth, +1 Tai or Scramble or Boost

Scramble vs Training vs Boost is difficult, but given the draw power from Scatter Modes, Scramble might be the winner to allow going up to RareRare from 2 memory and keeping turn for an early Ghoulmon drop.

Training and Boost gives just a little bit more search power, but bottom-decking Analog Youths really hurts the plan.

Breath of the Gods  is possibly the best option to protect Abbadomon Core  once it's out on the board. Yes, we are still vulnerable to De-Digivolve, but stacking 1-2 Lv.6 cards at the top with the [When moving]/[When attacking], depending on the amount of De-Digivolve your opponent is running, forces the opponent to choose. Do they really want to get rid of Core if there's just another Abbadomon or Ghoulmon waiting underneath?

When moving out during the opponent's turn, in response to an attack, very rarely, not stacking any cards at all might be the wisest choice, if there are no high level targets in the trash or if the attacker is immune to deletion. This is where matchup and deck knowledge starts being essential, as knowing the exact number of De-Digivolve that can be inflicted on you is key.

But on the other hand: is having something on the board better than nothing? If the Core gets yeeted off the stack, then even a Scatter Mode can be helpful, to go into Eyesmon for 1 next turn, draw a card or even die to fetch the Core again. 

Deck Breakdown

Type Breakdown

Digimon 38
Option 7
Tamer 5

Level Breakdown

Level 3 4
Level 4 18
Level 5 4
Level 6 8
Level 7 4

Trait & Block Count

Count of traits and blocks for competition qualification

Traits
Dark Dragon 18
47.4% of trait cards
Unidentified 8
21.1% of trait cards
Avian 4
10.5% of trait cards
Undead 4
10.5% of trait cards
Demon Lord 4
10.5% of trait cards
Blocks
Block 00 3
6.0% of block cards
Block 01 4
8.0% of block cards
Block 03 5
10.0% of block cards
Block 05 34
68.0% of block cards
Block 06 4
8.0% of block cards

Play Cost Curve

Distribution of play costs in your deck

0 Memory 1 card
2.0% of cards
2 Memory 9 cards
9
18.0% of cards
3 Memory 4 cards
4
8.0% of cards
4 Memory 2 cards
4.0% of cards
5 Memory 14 cards
14
28.0% of cards
7 Memory 8 cards
8
16.0% of cards
11 Memory 4 cards
4
8.0% of cards
12 Memory 4 cards
4
8.0% of cards
15 Memory 4 cards
4
8.0% of cards

Comments

No comments yet…

You must be logged in to comment.