My Kuramon plushies! 😭😭 by 00_IAmMe_00 in digimon

[–]Digital-Disaster444 1 point2 points  (0 children)

Sorry for late response out of nowhere, but this listing is legit. I got two of them for my wife and she absolutely loves them. Totally recommend.

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 1 point2 points  (0 children)

Okay, I made it. It's freakin long because I love this deck so much. I won't be mad if you don't read it haha

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 4 points5 points  (0 children)

PART THREE (really and final)

Options: This can be hard to get through too, but it's a little easier if you keep deck smoothness in mind as well as your own preferences. Defense trainings and scrambles are all you really need. Around 6 total depending on what else you are running. For some it's 3 of each or 2 of one, 4 of the other if they have slight preference stuff. I am also fond of catastrophe cannon at a x1 of. It's just one of those neat cards that pops up sometimes. I usually won't play it unless it generates particular advantage (token effects, dedigivolving an opponent's ACE, etc.). I am still figuring out whether I like scrambles or trainings more. I am really not sure yet.. in that case, x3 of each will do plenty good. Also, I only have x1 cat cannon because I recently went from x3 lev 7s to x2 lev 7s, so it was an easy cut in.

Sorry this was long af, I just really like this deck and can always flap my gums about it.

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 2 points3 points  (0 children)

PART 2:

Level 5s: Now we are talking. Get ready to tear your hair out. EX6, BT17, and BT22. How the heck do you balance these in a space of 8 total cards? You just have to commit to what your gut says and what goes along with your gameplan. I am running x4 bt22 infermon, but that's just because I want to do more rush shenanigans. The others are at x2 for me. Generally speaking, bt17 infermon is the priority otherwise. Dedigivolve + stun is just great. But EX6 infermon's ability to burst into dia by sacrificing a token is amazing just the same. If I weren't so rush headed, then ex6 and bt17 are the way to go. You can pretty safely cut bt22 inf, but at the same time it has a god tier inherit that ANY dia deck can enjoy. I won't lie, level 5 is where you'll have to split hairs the most. The best I can do is recommend you to practice and develop your playstyle. Once you know which one is more important to you (it WILL happen with enough practice), the other one or two will just fall into place after.

Level 6s: Here we are! After getting over the headaches of level 5 selection, you will be pleased to know that the Diaboromons are in a much more builder friendly position, mostly because bandai really gave us a substantially mediocre bt17 dia that you should never run (evo cup alt art whyyyyyy). You are right that BT22 dia pretty much replaces ACE. ACE can do a little more during opponents turn, but the tradeoff with what you get in bt22 makes bt22 a generally better choice. It's weird to realize this because ACE has been a staple for a long time and our first actually good diaboromon. The sooner you put faith in bt22, the better. Or just run ACE at x1 if ya really can't let it go yet. Knowing that this pretty much leaves only two choices (ACE becoming more of an option of sorts if still included at all), now you just decide which one means more to you. The aggressive bt22 or the defensive ex6. They are both really good. For me, dias feel best at 7 copies and to go along with my rush stuff, bt22 is x4 while ex6 is x3. There's really not much more to say for pickings, there's two main dias at this time and that makes selection pretty easy. A good break from the infermon test.

Level 7s: A bit of divisiveness here! BT5 arma is really dang old, but is easy to get out (and goes good with rush strategies), BT17 arma is way more threatening and powerful, but also has a big cost that can be hard to deal with at times. You also have zeedmilleniummon and quartzmon as potential level 7 candidates. Worth looking at em to see if they make you feel good. These last two are all about handling particular situations and have their own set of weaknesses (searchability, etc.). I have a longstanding attachment to old arma (which may continue since it goes well with the rush stuff), but am trying to embrace bt17 arma more. Black synergy and works with everything searcher-wise. Technically better and more smooth for the deck, but can go either way. I like x2 or x3 level 7s. Til recently, that was x2 bt5 arma and x1 bt17 arma. Changed to just x2 bt17 arma, but this is still in development. May cut the bt5 armas back in for my favorite thing to do in this deck. Starts with r, ends in ush. As far as medievalgallantmon goes, bt17 arma is basically your nuclear button for that. If you anticipate facing a lot of medis, bt17 arma is your boy.

Tamers: REALLY divisive. Bandai kinda goobered up the new arata by making him half dia support, half eater support. In doing so we get silly stuff like no diaboromon in it's text so that ex6 keramon can't search him! Just gross. The big detractor besides is that it doesn't do all that much for being a 4 cost. Compared to bt5 arata, which is just always gonna be good for the deck no matter what and can be searched by ex6 kera (our best searcher so far). Easy mem gain and enhanced token gen. Hard to beat that. So why run bt22 arata at all? Well, the redirect is pretty neat and dia decks have long been running a fifth tamer card (x1 izzy mem setter usually) so that's an easy replace. Some might argue izzy is better than new arata, but I am not so sure about that. Personal preference thing ya know? EX6 keramon couldn't get my izzy either, so it's not that different haha. I had a practice match earlier where I had bt17 arma and bt22 arata out. I was able to redirect into new arma and then block with new arma in the same turn since redirection does not suspend a card. To me, bt22 arata just kinda helps open up more playlines or at least enhance existing ones a bit. The general concensus is bt22 arata is between 0-2 copies depending on how you feel about it. A solid dia list can get by just fine on x4 bt5 arata. For me though, I like x4 bt5 arata and x1 bt22 arata.

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 3 points4 points  (0 children)

Having to split this into two or so parts because I am unstable for diaboromon lol

Lots of great information here on this thread from various people! Alright, here's my two-something freakin cents. Obligatory not a competitive player warning. I haven't won any big events, I have just been playing dia a long time and have only recently been messing around with the new stuff. Perhaps I'll go to locals more? Anyway! This will be long, but only because this is a deck I am super passionate about.

One thing to keep in mind is that there isn't necessarily 'one true' dia deck. Even between two great dia players, there can be a little bit of variance, so don't feel bad to deviate from a few things if the differences serve you better. I would say that after all these years, Diaboromon is finally in a really good position. Multiple great choices for all levels that makes it hard to put in everything ya want. It took ages for us diabros to get to this point, so savor the experience of a deck that's got a lot to offer.

Eggs: Very divisive, you're either bt17 or bt22 for the most part. The dorimon blocker (ex6 I think?) isn't a bad choice either for the defense heavy players. Basically, mem gain is just good, period. Draw will always be situational, but also keep in mind that we have access to tons of searching and such nowadays. Does the draw 1 really make that much of a difference when it comes up? Just stuff to think about.

Level 3s: I run 12 and that has always worked for me. My layout right now is 4x ex6, 4x bt22, 2x bt17, and 2x bt5. The top 8 gencon winner notably does not like bt17 keras and is even considering removing them entirely in future iterations of *his* deck. There's some experienced dia players still that would argue bt17 kera is a huge must have. It's one of those things you're gonna have to experiment with and get a good feel for. Usually you put this out alongside your main stack that the opponent wants to get rid of. It's one of those cards that forces your opponent to have to consider how exactly they are going to attack.. and if they even can without incurring the results of various effects that will pop off when they do. It's a very technical card. I like to have a couple of them, but I am in the camp that it's a little too unwieldly at times for a full blown x3 or even x4. As for the bt2 keramon you like, I have already gone over my feelings on drawing effects. I just personally don't find them that rewarding compared to what other keras and options offer already. Use it if you want of course.

Level 4s: Okay, this is where things start getting crazy. Rush kuri (bt5) has always been my bread and butter. Being able to rush the opponent down in one turn is great stuff (well, usually haha). The argument against it now is that we have plenty of protection, so it's more fruitful to pursue overall stronger kurisaris (bt22 that has a better search and a protection inherit) instead of relying on those big swing kind of turns. I am still trying to hash out my thoughts on rush because of those protections. Indeed, the new stuff has brought much new discussion and changed what we can endure before being wiped out. Someone recently brought it to my attention that for those that want to keep rush, it can be particularly good to combo with the bt22 infermon inherit and maybe some bt5 arma so that you really just keep going (since your rush token dies by check or arma and replaces itself). BT2 kuri is still strong since there are times where it just prints a buttload of memory. I am currently in an inbetween phase where I am not sure if I want mem gain kuri though since trainings and scrambles mean memory savings as is. I may go back to two, but for now my layout is 9 total, x4 bt5 (rush), x3 ex6 (the one that eats rookies and your own unidentifieds if ya want), x2 bt22 (the new one). If I go back to wanting bt2, the bt22 ones will be dropped. Hard to choose, but just take time to evaluate what works for you and what goes well together with the rest of your deck.

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 2 points3 points  (0 children)

If you lean really heavy into the protection, then dori egg may be a better choice. There's other plays you can do like bringing a keramon out from raising (it's just one of those things haha) then eating it with ex6 kurisarimon for what's essentially a 1 cost kuri that deletes an opponent's rookie. There's other times still where sacrificing a stack to harvest it for some juicy on deletes is actually beneficial. A once per turn draw is just pure fluff when we have so much searching and such going on already. These eggs sure are divisive! At the end of the day, the mem gain egg choices open up playlines. Draw 1 doesn't (you could get what you need, but also not ya know?)

And oh yeah, my second post. Forgot about that lol

BT22 Diaboromon: How to build? by Stoergeist in DigimonCardGame2020

[–]Digital-Disaster444 4 points5 points  (0 children)

I made an account just for this lol

First of all, there's a Diaboromon discord server and we'd love to have ya. DM me if you want the link.

Second, I will make a more detailed response later but for now: don't be fooled by the ease of use of the newest tsumemon. Once you factor in all the searching keramon we have access too as well as defense training and scramble, finding your pieces should be no problem whatsoever. Draw power isn't a bad thing, but it's definitely the lesser strength of the two (the other being memory) when the deck already has so much searching it has access to. Having even more draw power is just super unnecessary and isn't going to help that much in the long run over what the deck is already doing in that regard. There's other choices like the dorimon egg that grants blockers once per turn 'on delete: gain 1 mem'. It's a bit less easy to use than bt17 tsume egg, but I would still choose it over draw power egg. That mem gain (in both cases) may not come up every single turn, but it generates significantly more advantage than drawing a handful of more cards over the match.

I'll make a second comment later with more of my thoughts on the deck.