First Attempt | TS Competitive Angels

gorillahands69 gorillahands69 72 views Aug 05, 2026 Updated 1 day ago
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Deck Primer

TS ANGELS — JUNOMON / MINERVAMON

This is a competitive TS Angels deck built around security manipulation, free Digimon, DNA Digivolution and wide-board aggression.

The deck uses a Champion-heavy curve to repeatedly generate value from Angemon, Pegasusmon and Blimpmon. It then transitions into MagnaAngemon and Shakkoumon before closing the game through Junomon or Minervamon.

This version prioritizes tournament consistency. It does not run the ArkhaiAngemon/Mastemon ACE package or Vulcanusmon Link

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TS ANGELS — JUNOMON / MINERVAMON

This is a competitive TS Angels deck built around security manipulation, free Digimon, DNA Digivolution and wide-board aggression.

The deck uses a Champion-heavy curve to repeatedly generate value from Angemon, Pegasusmon and Blimpmon. It then transitions into MagnaAngemon and Shakkoumon before closing the game through Junomon or Minervamon.

This version prioritizes tournament consistency. It does not run the ArkhaiAngemon/Mastemon ACE package or Vulcanusmon Link package.

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DECK STRUCTURE
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Level 3: 12
Level 4: 14
Level 5: 9
Level 6: 5
Tamers: 4
Options: 6

The high Level 4 count is intentional. Level 4 Digimon are used as:

• Normal evolution pieces
• DNA Digivolution materials
• Minervamon free-play targets
• Asuna Shiroki recursion targets
• Attackers for wide-board finishing turns

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PRIMARY GAME PLAN
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EARLY GAME

Establish a Rookie in breeding while searching and drawing through:

• Asuna Shiroki
• Blimpmon
• Angemon BT23
• Treadmill Training
• The Patamon package

Patamon P-197 is one of the strongest starters. At the start of the main phase, it can digivolve into an Angel or TS Digimon from the hand without paying the cost if you have 4 or less memory.

Asuna Shiroki helps cycle the hand by trashing a TS card to draw 2. On a later turn, Asuna can return herself to the bottom of the deck to play a Level 4-or-lower TS Digimon from the trash for free.

The trash is an important resource. Placing Pegasusmon, Angemon BT25 or Blimpmon into the trash creates future targets for Asuna and Minervamon.

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WIN CONDITION 1 — JUNOMON
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Junomon is the deck’s primary security-control engine.

When played or digivolving, Junomon can place one of your other Digimon on top of your security and then trash the top card of both players’ security stacks.

This accomplishes several things:

• Removes one of the opponent’s security cards
• Activates effects triggered when your security is removed from
• Places one of your Digimon into the trash for later recursion
• Activates Junomon’s free-play ability

Once per turn, when your security stack is removed from, Junomon may play a play-cost-8-or-lower Angel, Archangel or Iliad card from your hand or trash without paying its cost.

Primary Junomon targets include:

• MagnaAngemon BT25-040
• Shakkoumon BT25-038
• Shakkoumon BT23-032

Important ruling:

Junomon cannot play Minervamon with this ability. Minervamon has the Iliad trait, but its printed play cost is 12, which is above Junomon’s limit of 8.

Junomon also receives a play-cost reduction when both players have 6 or fewer total security cards, making it possible to hard-play Junomon for substantially less memory during the middle or late game.

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WIN CONDITION 2 — MINERVAMON
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Minervamon is the deck’s main aggressive finisher.

It can digivolve for 3 memory from a Level 5 Digimon with the TS trait and has Alliance.

When played or digivolving, Minervamon may play a Level 4-or-lower TS Digimon from the hand without paying its cost.

When attacking, once per turn, it may play another Level 4-or-lower TS Digimon from the trash without paying its cost.

Strong Minervamon targets include:

• Angemon BT25-034
• Pegasusmon BT25-037
• Blimpmon BT24-058
• Patamon and Elecmon cards with the TS trait

Angemon BT23 is not a Minervamon target because it does not have the TS trait.

Minervamon creates a wide board while attacking. Its Alliance ability converts one of those extra bodies into additional DP and an additional security check.

A strong Minervamon turn can:

1. Digivolve into Minervamon.
2. Play a Level 4 TS Digimon from the hand.
3. Attack using Alliance.
4. Play another Level 4 TS Digimon from the trash.
5. Generate additional On Play effects.
6. Leave several attackers for the next turn.

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WIN CONDITION 3 — DNA SHAKKOUMON
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Angemon BT23 can allow two of your Digimon to DNA Digivolve into Shakkoumon.

BT23 Shakkoumon is particularly powerful when DNA Digivolving:

• It gives an opposing Digimon a forced-attack effect.
• It De-Digivolves an opposing Digimon.
• If it would leave the battle area, it can play a Level 4-or-lower card from its digivolution cards.
• It retains another copy of that protection as an inherited effect.

BT25 Shakkoumon supports the Junomon plan:

• It places an Angel, Archangel, Three Great Angels or Iliad Digimon into security.
• When security is added to, it De-Digivolves an opponent’s Digimon.
• Its inherited effect gives an opposing Digimon -4000 DP when your security is removed from.

The BT23 Shakkoumon is restricted to one copy, while BT25 Shakkoumon remains at four copies.

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CONTROL AND REMOVAL
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MagnaAngemon BT25 is the primary DP-removal tool.

By trashing the top or bottom security card, it gives an opposing Digimon -8000 DP until the end of the opponent’s turn.

Its inherited effect gives an opposing Digimon another -4000 DP when your security is removed from.

Multiple inherited MagnaAngemon or Shakkoumon effects can stack, allowing Junomon’s security removal to delete opposing Digimon through large amounts of DP reduction.

MagnaAngemon also has Ascension, allowing it to become the top security card when deleted.

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TAMERS AND OPTIONS
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ASUNA SHIROKI

Asuna provides hand filtering and trash recursion.

On Play:

• Trash one TS card from the hand.
• Draw two cards.

At the start of the turn:

• Return Asuna to the bottom of the deck.
• Play a Level 4-or-lower TS Digimon from the trash for free.

TREADMILL TRAINING

Treadmill Training reveals the top two cards and adds a yellow or black card to the hand.

Its Delay effect reduces the digivolution cost into a yellow or black Digimon by 2, helping create low-memory Shakkoumon, Junomon and Minervamon turns.

YELLOW SCRAMBLE

Yellow Scramble provides recovery and evolution assistance after one of your Digimon is removed, helping the deck rebuild after interaction.

BLINDING RAY

Blinding Ray converts security into immediate memory. It can provide the final memory required for a DNA Digivolution, Level 6 evolution or finishing sequence.

KONGOU

Kongou is the matchup-dependent defensive slot. It is strongest against decks that rely on low-play-cost Digimon attacking the player or adding cards to security.

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IMPORTANT SEQUENCING TIPS
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• Decide which Digimon Junomon will place into security before activating it.
• Place useful Minervamon or Asuna targets into the trash.
• Do not waste Minervamon’s hand free-play effect if your only target would be more useful in the trash.
• Keep enough bodies available for Alliance and DNA Digivolution.
• Use Treadmill Training before committing memory to an expensive evolution.
• Trigger security effects in the correct order when several effects activate simultaneously.
• Remember that Junomon’s free-play effect is once per turn.
• Minervamon cannot replay Angemon BT23 because that Angemon lacks the TS trait.
• Junomon cannot play Minervamon because Minervamon costs more than 8.
• Avoid overextending into full-board removal when your existing board already threatens lethal.

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STRENGTHS
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• High board-development ceiling
• Excellent trash recursion
• Strong security manipulation
• Multiple free-play effects
• Powerful DNA Digivolution lines
• Strong DP reduction and De-Digivolve control
• Can pivot between control and aggression
• Several different ways to rebuild after removal

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WEAKNESSES
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• Can brick with too many Level 5 or Level 6 cards
• Requires careful sequencing
• Trash disruption weakens Asuna and Minervamon
• Security removal can be risky if used carelessly
• Some free-play effects require specific traits
• Wide boards can be vulnerable to mass removal
• Kongou can be matchup-dependent

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FINAL SUMMARY
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TS Angels wins by turning security manipulation into board advantage.

Junomon removes opposing security while free-playing Level 5 Angels from the hand or trash.

Minervamon produces a wide attacking board by playing TS Level 4 Digimon from both the hand and trash.

Shakkoumon provides DNA Digivolution, De-Digivolve effects, security setup and protection.

MagnaAngemon supplies DP reduction and security-based removal.

The deck rewards understanding its trait restrictions, planning the trash carefully and sequencing its free-play effects in the correct order.

Deck List

Digimon (40)
1 Elecmon BT24-031
$0.34 Lv.3 1000
4 Patamon BT25-031
$0.13 Lv.3 2000
4 Patamon P-197
Lv.3 1000
3 Patamon BT14-033
$9.22 Lv.3 1000
4 Angemon BT25-034
$0.09 Lv.4 5000
4 Angemon BT23-027
$0.18 Lv.4 5000
2 Blimpmon BT24-058
$0.31 Lv.4 5000
4 Pegasusmon BT25-037
$0.12 Lv.4 6000
4 MagnaAngemon BT25-040
$0.14 Lv.5 7000
4 Shakkoumon BT25-038
$0.09 Lv.5 8000
1 Shakkoumon BT23-032
$0.31 Lv.5 8000
3 Junomon BT25-044
$3.26 Lv.6 12000
2 Minervamon P-207
$11.39 Lv.6 12000
Option (7)
1 Blinding Ray BT4-104
2 Treadmill Training LM-054
2 Yellow Memory Boost! P-037
2 Yellow Scramble LM-029
Tamer (3)
3 Asuna Shiroki BT24-088
Egg Deck (4)
4 Nyaromon BT15-003
$4.43 Lv.2

Card Types

Digimon 40
Option 7
Digi-Egg 4
Tamer 3

Levels

Lv.4 14
Lv.3 12
Lv.5 9
Lv.6 5
Lv.2 4

Colors

Yellow 49
Purple 3
Black 2

Play Cost

0 Cost 1
2 Cost 4
3 Cost 17
5 Cost 10
6 Cost 4
7 Cost 4
8 Cost 5
12 Cost 5

Traits

TS 35
Iliad 28
Mammal 12
Angel 8
Hudie 5
CS 5
Mutant 5
Shaman 5

Blocks

Block 00 1
Block 01 2
Block 02 3
Block 03 6
Block 04 2
Block 05 19
Block 06 23

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