Justimon BT-09

Delacrois Delacrois 3,082 views Aug 02, 2022 Updated Aug 02, 2022
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Deck Primer

This is a Work-In-Progress:
I'm testing out the "Offensive Plug-In A" (EX2-066) as compared to most people running "Final Zubagon Punch" (BT4-109). While "Final Zubagon Punch" is nice for the added DP for final combo, Plug-In A can be used on any digimon without needing to meet the secondary effect requirements/DP power above 16k to trigger. 

Combo 1: play of 3-5 memory for combo with 3-6 security checks: 
Could Play Offensive Plug-In A on Cyberdramon (lvl 5), to check for 2 Security; if

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This is a Work-In-Progress:
I'm testing out the "Offensive Plug-In A" (EX2-066) as compared to most people running "Final Zubagon Punch" (BT4-109). While "Final Zubagon Punch" is nice for the added DP for final combo, Plug-In A can be used on any digimon without needing to meet the secondary effect requirements/DP power above 16k to trigger. 

Combo 1: play of 3-5 memory for combo with 3-6 security checks: 
Could Play Offensive Plug-In A on Cyberdramon (lvl 5), to check for 2 Security; if you have 1 Kazu Shioda in play and suspend then you are checking 2 security for a respectable 11-12k depending on depending on digitama. Then digivolve into Justimon (unsuspend) with Digovolve Effect, 2 checks, then When Attacking, unsuspend for another 2 checks. So 6 checks in 1 turn with a play cost of 5 for the turn. Minus 1 if "Strikedramon" is in inheritibles. 

Combo 2: (High cost) play of 7-9 memory for combo with 2-3 security checks with Darkdramon + Chaosmon:
3 cost to play Darkdramon with setup and swing. Then 6 cost for Chaosmon, unsuspend and attack a digimon for free with effect, 1 check with peircing. Then attack normal for 3rd check. Would probably need to pop memory boost for 2 energy; or attack with secondary having Strikedramon inheritable for regain of 1 memory during the turn. 

If you have energy to spare you could go 2 into Grumblemon or mid-game with setup, 3 cost Darkdramon with Rush. Sometimes you get walled by a lot of blockers, so Chaosmon should help with that. I'm unsure about the babies/digitama.

Any Feedback is welcome!

Deck Breakdown

Type Breakdown

Digimon 36
Option 4
Tamer 10

Level Breakdown

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

Trait & Block Count

Count of traits and blocks for competition qualification

Traits
Cyborg 21
39.6% of trait cards
D-Brigade 17
32.1% of trait cards
Mini Dragon 4
7.5% of trait cards
Dragonkin 4
7.5% of trait cards
Machine 4
7.5% of trait cards
Unique 2
3.8% of trait cards
Demon 1
1.9% of trait cards
Blocks
Block 00 19
32.8% of block cards
Block 01 33
56.9% of block cards
Block 02 2
3.4% of block cards
Block 03 4
6.9% of block cards

Play Cost Curve

Distribution of play costs in your deck

2 Memory 6 cards
6
12.0% of cards
3 Memory 13 cards
13
26.0% of cards
4 Memory 7 cards
7
14.0% of cards
5 Memory 8 cards
8
16.0% of cards
7 Memory 4 cards
4
8.0% of cards
8 Memory 4 cards
4
8.0% of cards
12 Memory 4 cards
4
8.0% of cards
13 Memory 2 cards
2
4.0% of cards
15 Memory 2 cards
2
4.0% of cards

Comments

thwarting Rogue avatar

Tested this it's good but mixing mine with red for more control on board and blitz in the end. 

thwarting Rogue avatar

The Babes actually is smart play one more for drawing bt10 will definitely make him stronger 

Slight10 avatar

Wrote a long message only to realize I was logged out and I don't think it saved, so here's the summary.

1) I don't think you need Tankdramon, I would opt for Megadramon, Gigadramon, or Volcanomon. 

2) 10 tamers might be too much. I would cut down to 7-8, choosing to cut some amounts of Ryo or Kazu. Ryo and Black Mem Boost do similar things, and Kazu is very situational. (As a bonus, I hope you know Monodramon and Strikedramon are not Cyborgs)

3) I think Offensive Plug-In A is a great card. Gives Security Attack +1, which your deck lacks, and has a synergetic security effect of adding a tamer and the Plug-In to hand.

If you have some insights as to how to improve Justimon, let me know.

-Slight 

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