Fallen Genesis

Sheru Muko Sheru Muko 1,040 views Jul 25, 2024 Updated Apr 05, 2025
Purple
Playtest Purchase
Deck Primer

I made adjustments to create a slower variant of the deck.  It instead relies heavily on its control options to really punish your opponent.  This is a deck that is very similar in concept to Security Control.  Matches can take a long time or end fast depending on the different decisions made throughout the match.  Pick your poison and make sure you swallow every last drop of it.  When you see an opening, exploit it to the best of your ability.  This deck can be quite

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I made adjustments to create a slower variant of the deck.  It instead relies heavily on its control options to really punish your opponent.  This is a deck that is very similar in concept to Security Control.  Matches can take a long time or end fast depending on the different decisions made throughout the match.  Pick your poison and make sure you swallow every last drop of it.  When you see an opening, exploit it to the best of your ability.  This deck can be quite punishing for both players if they make a mistake so be careful.  For those who make a deal with the devil always pay a price.

Deck Breakdown

Type Breakdown

Digimon 30
Option 18
Tamer 2

Level Breakdown

Level 3 12
Level 4 4
Level 5 8
Level 6 4
Level 7 2

Trait & Block Count

Count of traits and blocks for competition qualification

Traits
Seven Great Demon Lords 20
37.0% of trait cards
Demon Lord 12
22.2% of trait cards
Angel 8
14.8% of trait cards
Crustacean 4
7.4% of trait cards
Wizard 4
7.4% of trait cards
X Antibody 4
7.4% of trait cards
Demon God 2
3.7% of trait cards
Blocks
Block 01 12
22.2% of block cards
Block 03 20
37.0% of block cards
Block 04 22
40.7% of block cards

Play Cost Curve

Distribution of play costs in your deck

3 Memory 10 cards
10
20.0% of cards
4 Memory 4 cards
4
8.0% of cards
5 Memory 4 cards
4
8.0% of cards
7 Memory 4 cards
4
8.0% of cards
8 Memory 6 cards
6
12.0% of cards
10 Memory 8 cards
8
16.0% of cards
13 Memory 8 cards
8
16.0% of cards
14 Memory 4 cards
4
8.0% of cards
16 Memory 2 cards
2
4.0% of cards

Comments

Sheru Muko avatar

I made a mistake when posting this and didn't have the main card of the deck as the cover card.

Sheru Muko avatar

Note that this deck is extremely expensive due to a single card in the deck.  That card is the EX 6 Lucemon Chaos Mode.  That card is over 40 dollars right now in price as of posting this.  It is a four of in this variant and is where over half the decks overall price comes from.  40 dollars comes from the Ukkomon engine which can be removed in favor of more option cards or even tamers.  Outside of that the rest of the deck isn't expensive.  I might end up building this deck for myself when I get the chance.  I mean this is an extremely dangerous deck that plays like nothing else really.  It forces your opponent to make decisions that they normally would never have to consider.  It is a more aggressive form of security control.  I don't typically play yellow decks but this time I will make an exception.  Lucemon is one of my favorite Digimon lines and the whole idea of making a deal with your opponents to alter the game state is a cool concept.  You can even force them into making bad deals too.  When it comes to card games I have been called a devil before.  Probably because of some of the decks I have played in the past being unheard of but extremely deadly.  Most with something underhanded about them.  Be it the decks speed, consistancy, and even just raw damage.  I take into consideration lots of different things when deck building and try to make things work in a way that I can have a combination of those three traits.  If a deck is fast but doesn't have enough consistency to do what it needs to get done then I won't play it.  Consistency is key.  But if that consistency comes at the cost of a decks power ceiling, at a certain point it will become useless.  Look at Nordics in Yu-Gi-Oh.  Every monster in that deck is a full combo on its own but the deck doesn't do much with them.  As a result it doesn't see competitive play.  Then there are decks with an extremely high power ceiling but lack the consistency to make it work.  Dark World is a perfect example of this.  But if a deck cannot end a game then it will almost always lose.  Magical Musketeers are a perfect example of this too.  They have strong cards but too low stats that end up making it hard for them to close out a match.  But they don't have a certain X factor to help bridge the gap like stun decks do.  Stun takes away the speed of other decks and try to slow them down.  In Digimon, there are not many stun decks that I am aware of.  Argomon is one of them but that isn't much.  Stun is a phrase used but it doesn't refer to a deck but rather stopping a Digimon from doing something.  It is a tool not a strategy.  But that is where Security Control decks take things to a different level entirely.  Security Control decks only care about out advantaging their opponents and slowing them down to the point where they run out of resources and win the game from there.  They typically lack offense from what I have seen but there are certain variants that do have offensive capabilities.  Lucemon and Three Musketeers are the two I am aware of.  Lucemon trashes security extremely fast and can heal a lot.  Three Musketeers have Digimon that can seriously do damage.  Beelzemon can even be called a Security Control deck due to the amount of security bombs they run.  But it is primarily a mill deck that tries to end things as fast as possible.  Their security is their only defense.  That is why I don't consider that deck to be a security control deck.  I am sorry for whoever is reading this comment all the way through.  I never intended for it to get so long but I ended up going on a tangent and made progress in it.  I would rather not have the half hour I spent typing this go to waste.

Sheru Muko avatar

I am thinking about adding in the Mother Shoto engine instead of the Ukkomon engine.  The only problem is the amount of memory the deck would have to consume every turn.  Is it really worth it to make the deck that much more defensive?

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