Blue base MagnaX 2.0

sirelrich3053 sirelrich3053 822 views May 30, 2024 Updated Jun 01, 2024
Blue BT-08: Booster New Awakening Expensive
Playtest Purchase

Ban List Violation

This deck does not conform to the current ban list:

  • Blinding Ray (BT4-104) is restricted to 1 copy, but this deck contains 2.
  • Awakening of the Golden Knight (BT9-098) is restricted to 1 copy, but this deck contains 3.
Deck Primer

We're up to 2.0 after some insights from the Numemon matchup. 

By adding Jamming Veemon and Zudomon Ace we are able to better react to the agression of Nume with our own aggresive starts and responses. 

I also added in some Ultimate Flare to better deal with numeX stacks and so far in testing this version is still able to hold up well against other decks such as Loog and imperial. 

Nume is still a hard matchup, but we're able to interact now.

I also decided to change the tamers to remove

...

We're up to 2.0 after some insights from the Numemon matchup. 

By adding Jamming Veemon and Zudomon Ace we are able to better react to the agression of Nume with our own aggresive starts and responses. 

I also added in some Ultimate Flare to better deal with numeX stacks and so far in testing this version is still able to hold up well against other decks such as Loog and imperial. 

Nume is still a hard matchup, but we're able to interact now.

I also decided to change the tamers to remove TK and max out on Promo Davis, Though a mem setter is generally better for the line of "Swing jamming, evo to BT-8 Magnamon, Unsuspend, swing" I find the Davis lines to be just a bit better since you can play out bt-12 veemon for the same cost but now you almost always gain an extra memory for the rest of the match. Plus, if you get 2 Davis's it's better than a mem setter, but if you get 2 Shuu's you don't really benefit more.

Less search means less consistency, but I think it's needed in order for us to have an agressive start with armor rush. The Promo Veemons are still the best rookie for back evo since they go up cheaper and act as a draw engine for swings so we can still find the pieces we need. 

I also removed Zubagon punch, most of the time it's just a brick since we have to play around ACE's and blockers to really make it worthwhile. Losing the reboot consistency hurts, but I think the extra removal options are going to help more in tight spots.

Deck Breakdown

Type Breakdown

Digimon 34
Option 10
Tamer 6

Level Breakdown

Level 3 14
Level 4 11
Level 5 3
Level 6 4
Level 7 2

Trait & Block Count

Count of traits and blocks for competition qualification

Traits
Holy Warrior 15
26.8% of trait cards
Royal Knight 15
26.8% of trait cards
Mini Dragon 14
25.0% of trait cards
X Antibody 4
7.1% of trait cards
Sea Beast 3
5.4% of trait cards
DigiPolice 2
3.6% of trait cards
Light Dragon 1
1.8% of trait cards
Unanalyzable 1
1.8% of trait cards
X Program 1
1.8% of trait cards
Blocks
Block 00 8
12.5% of block cards
Block 01 12
18.8% of block cards
Block 02 19
29.7% of block cards
Block 03 25
39.1% of block cards

Play Cost Curve

Distribution of play costs in your deck

0 Memory 2 cards
4.0% of cards
3 Memory 21 cards
21
42.0% of cards
4 Memory 5 cards
5
10.0% of cards
7 Memory 14 cards
14
28.0% of cards
8 Memory 2 cards
4.0% of cards
12 Memory 4 cards
4
8.0% of cards
14 Memory 1 card
2.0% of cards
20 Memory 1 card
2.0% of cards

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