Mar 03, 2026 3:56 AM
Added Tagiru Akashi x1, Added Takuya Kanbara x1, Removed Hiro Amanokawa x3, Added Taiki Kudo x1, Added Guilmon x1, Removed Digital Gate Open x4, Removed MedievalGallantmon x3, Added Shoutmon (King Version) x2, Added Gravity Crush x1, Added Shoutmon x3
Added:
- Shoutmon (King Version) (BT21-016) x2
- Gravity Crush (BT1-090) x1
- Shoutmon (BT19-008) x3
Removed:
- Hiro Amanokawa (BT21-080) x3
- Digital Gate Open (P-206) x4
- MedievalGallantmon (EX8-074) x3
Changed:
- Tagiru Akashi (BT21-088) : -1 +1 (2 → 3)
- Takuya Kanbara (BT21-082) : -1 +1 (2 → 3)
- Taiki Kudo (BT21-083) : -1 +1 (2 → 3)
- Guilmon (BT21-064) : -1 +1 (3 → 4)
Deck Breakdown
Type Breakdown
Digimon
34
Option
7
Tamer
9
Level Breakdown
Level 3
14
Level 4
12
Level 5
8
Trait & Block Count
Count of traits and blocks for competition qualification
Traits
Hero
40
43.5% of trait cards
Mini Dragon
12
13.0% of trait cards
Xros Heart
12
13.0% of trait cards
Dragon
8
8.7% of trait cards
Reptile
4
4.3% of trait cards
Wizard
4
4.3% of trait cards
Dragonkin
4
4.3% of trait cards
Hunter
3
3.3% of trait cards
General
3
3.3% of trait cards
Super Search (App Name)
2
2.2% of trait cards
Blocks
Block 00
1
2.0% of block cards
Block 01
4
8.0% of block cards
Block 03
2
4.0% of block cards
Block 04
3
6.0% of block cards
Block 05
40
80.0% of block cards
Play Cost Curve
Distribution of play costs in your deck
0 Memory
1 card
2.0% of cards
1 Memory
2 cards
4.0% of cards
2 Memory
2 cards
4.0% of cards
3 Memory
14 cards
14
28.0% of cards
4 Memory
9 cards
9
18.0% of cards
5 Memory
6 cards
6
12.0% of cards
6 Memory
8 cards
8
16.0% of cards
8 Memory
4 cards
4
8.0% of cards
9 Memory
4 cards
4
8.0% of cards
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Comments
Test Hand
Security Hand (5 cards)
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Main Hand (5 cards)
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Shuffled using Fisher-Yates algorithm
Opening Hand Probability Calculator
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Sheru Muko
Honestly I wanted to run the nee Paildramon and Imperialdramon but it was too high of an investment both jn terms of the Imperialdramon being a secret rare as well as the line itself requiring both cards when the deck is not able to reliably do so. It ended up being more effective to remove the top end of the deck entirely and focus on the rush down of the deck. I did add in a fee tech cards to make the deck much more aggressive and deal more damage but the key game plan is to rush your opponent down quickly with your level 3s and 4s and go into your 5s for adding more damage and extending your plays. The deck is very aggressive and low to the ground as a result of this.
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