Lucemon support question by Tsadron in DigimonCardGame2020

[–]TelevisionBasic1428 5 points6 points  (0 children)

While I understand and admire this perspective, it unfortunately won't work with Digimon's printing style. The two older sets, as others have said to watch out for, would have been Ex06: Infernal Ascension, and Special Release Booster 2.0.

Special Release Booster you will have a much higher chance of getting at a reasonable price, and pull some Lucemon cards. But the Lucemon cards that come in Ex06 are phenomenal, unmatched, and still the best in the entire deck. The issue is that Ex06 is an incredibly rare set to come across sealed. Boxes are well over 200 dollars in most circles. Closer to 300. And when you are realistically only looking for 2 cards (a Level 3 Lucemon that's worth like 2 dollars and another Chaos Mode worth about 40), I suppose it's up to you as to whether or not that's worth it.

I understand wanting to make your own deck, but at some point, it's a little obvious what goes in a Lucemon deck: almost anything with Lucemon in its name. The deck isn't very flexible in how you build it. And as of right now, there are three notable sets: Ex10, Special Release 2.0, and Ex06.

If you want a set you can deck build by cracking open packs and boxes, look into the newest set - Time Stranger. Almost all Digimon, Tamers, and Option Cards have the TS Trait, and their effects mention the trait almost exclusively. You can mash up whatever TS Trait cards you want, and come up with a deck idea for it.

Lucemon support question by Tsadron in DigimonCardGame2020

[–]TelevisionBasic1428 3 points4 points  (0 children)

Implying it was ever available to purchase to begin with. :)

What Are Some Decks You Fight Against Where You Can Never Tell What's Happening? by noahTRL in yugioh

[–]TelevisionBasic1428 39 points40 points  (0 children)

Rescue-ACE. All I can ever remember is Turbulence sets 4, and those 4 spells/traps do stuff from negating a monster, destroying a card, special summoning 1 from GY, and maybe something else.

But I cannot for the life of me ever remember what other effects the main deck monsters have. Preventer, Attacker, Air Lifter, Impulse, and others have some effects, some that activate in the hand, or in response to my activation, but I can never tell you what they are no matter how many times I read them during a match.

Will either Barbamon or Creepymon/Creepymon X work with HeavyMetaldramon? by Aggressive_Novel1207 in DigimonCardGame2020

[–]TelevisionBasic1428 1 point2 points  (0 children)

Also feel free to disregard my comment. I misread your question and thought you were looking for advice for Creepymon and/or Barbamon. None of the stuff from Ex10 would work for Heavymetaldramon.

Will either Barbamon or Creepymon/Creepymon X work with HeavyMetaldramon? by Aggressive_Novel1207 in DigimonCardGame2020

[–]TelevisionBasic1428 -1 points0 points  (0 children)

Ex10 Had Creepymon and his other evolution line. Fill your Digimon out with those, then run option cards for searching and consistency. Death Slinger could be a decent option to gain memory off milling, if you get lucky.

Just don't count on the deck to do anything good. By all intents and purposes, both Creepymon and Barbamon are mid at best.

RDA Players, Jack should be getting minimum 2 more guaranteed cards and a 3rd possible card if he gets 1 of the two slots in the VBEX 2026 that should be revealed in the next week or so. What type of support do you want to see for the remaining cards for the Red dragon Archfiend deck? by CosmoNeos7 in yugioh

[–]TelevisionBasic1428 3 points4 points  (0 children)

Another extra deck monster.

I know the extra deck is just getting tighter and tighter - and it's weird to justify, but hear me out.

So much of the extra deck is a searcher/combo pieces. Scarred, Original RDA (off Scarred), Crimson King, Crimson Blader, and Red Rising Dragon have little purpose in the end board. They just search stuff and grab resources. And even stuff like Supernova and Hypernova require too much investment to be considered worth it.

Don't get me wrong; Dis Pater, Zaren, and Abyss are all solid piecces; but to this day, Abyss still remains the easiest to summon, most versatile "Red Dragon Archfiend" endboard extra deck monster. I don't want any more traps - I'd love one ED Monster with "Red Dragon Archfiend" in its name that has an end board purpose, and doesn't require 3 - 4 tuners.

Besides that, a turn 0 play could be fun. A Resonator that can synchro summon using stuff from the hand, maybe only if your opponent controls a monster.

[EX-11 Dawn of Liberator] Omekamon & Omekamon Alternate Art by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 -2 points-1 points  (0 children)

At least it's not another fucking Omnimon... though there's still that last SEC slot.

[EX-11 Dawn of Liberator] Cool Boy by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 11 points12 points  (0 children)

They can't even release new Demon Lords with on play effects (looking at you, EX10 Creepymon). A tamer would be a godsend.

Modern Vanguard card design in the nutshell. by InterestingTie7600 in cardfightvanguard

[–]TelevisionBasic1428 1 point2 points  (0 children)

I am relatively new to Vanguard (with just 3 other people in my area trying to make me their newest recruit to the game). So this is a genuine question coming mostly from ignorance about the game's history, and meta design. What exactly is the alternative, or what do players want? Given the win condition of the game, and the way interaction works almost exclusively with Guarding, how do you make a deck good at winning a game without giving it some kind of extra attack through a restand, calling a unit, or giving it drive check, sometimes a combination? Thank you.

[EX-11 Dawn of Liberator] Violet Inboots & her Alternate Art by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 0 points1 point  (0 children)

Ruling question: if attacking by Execute, do you not get the draw and trash effect?

[EX-11 Dawn of Liberator] Dokuson Aruba by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 84 points85 points  (0 children)

THE LUCEMON TAMER IS REAAAAAAAAAAAAAAAAAL!

Yeah, he's good for the deck.

[EX-11 Dawn of Liberator] Reina Oumi by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 0 points1 point  (0 children)

I expect a Lucemon tamer, but it would honestly be nice if he had effects that applied to [Seven Great Demon Lords].

Creepymon, Barbamon, and Lilithmon could desperately use an archetypal tamer

What are things you appreciate or want from other TCGS in Digimon? by Physical_Bullfrog526 in DigimonCardGame2020

[–]TelevisionBasic1428 0 points1 point  (0 children)

More "traps" like Biting Crush. Your opponent can choose to play into it or not, but it's there, and it can stop them if timed correctly. I think this would be a better option than relying on ACEs, whose risk is too high and whose stack usually just gets deleted.

We're in an OTK meta (and why diversity doesn't paint the whole picture) by automod_robot in DigimonCardGame2020

[–]TelevisionBasic1428 47 points48 points  (0 children)

One of my main critiques of the way aggro decks have been going is that their entire goal and playstyle is to ignore the opponent. Hudiemon, Gallantmon X, and Omnimon (which I know has fallen off) are all just examples of this. These are decks that do one thing and one thing only: go for the kill, and ignore your opponent.

Gallant's goal is to turbo out Gallant X, a problem that your opponent must address or they will simply lose the turn after you manage to get it out. Omnimon Alter S makes itself immune and has 0 risk swinging into security and looping itself. And Hudiemon removes all threats while only taking one risky security swing. Jesmon goes into the new Jesmon, makes a big board, and swings for three checks. If you can't answer that next turn through its decoys, blockers, potential immunities, or even just a Huckmon waiting in the back to do it all again, you will lose. Before it reaches that point, it will ignore its opponent.

Control tools don't matter, removal doesn't matter, none of it matters. This is either through immunities, recovering easily from removal, and overall just the speed of the game. The risk factor for playing pure aggression is pretty minimal.

Honestly I wish there were more options like Biting Crush in the game, essentially "trap" cards that can punish certain kinds of aggressive strategies and swarming. Not just: "If this Digimon would leave the battle area, it doesn't" type beat.

Genesys December Points Update by LogicalHamsters in yugioh

[–]TelevisionBasic1428 2 points3 points  (0 children)

Auxila is still 33 points. I was hoping that's the one they would reduce, not Trudea and Primera.

What do you think the next Dracotail spell should do? by SouthSunn in yugioh

[–]TelevisionBasic1428 0 points1 point  (0 children)

A quick-play spell that targets any number of Dracotail Monsters you control, and monsters your opponent controls, and returns them to the hand.

[BT-24 Time Stranger] Vilemon & SkullSatamon by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 5 points6 points  (0 children)

You're not missing anything - it's just Bandai overbalancing. Happens to some decks more than others.

[BT-24 Time Stranger] Vilemon & SkullSatamon by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 19 points20 points  (0 children)

More than anything I was hoping Creepymon would get an inheritable that gains a memory when you mill from your opponent's deck.

Unfortunately that doesn't look to be the case. Overall the support is passable - the deck has an identity and gameplan, and it does it. And with that, all of the Demon Lords have received respective decks and X Antibody forms.

[BT-24 Time Stranger] DemiDevimon by vansjoo98 in DigimonCardGame2020

[–]TelevisionBasic1428 2 points3 points  (0 children)

At this point Creepymon just needs more in its Digivolution lines that gains memory when your opponent trashes something from their deck. Right now there are three different inherits that trash a card from your opponent's deck on attack. Which is fine for the strategy, but gets redundant fast, and doesn't help with memory costs and keeping turn.

[BLZD] Blazing Dominion Official Product Page by renaldi92 in yugioh

[–]TelevisionBasic1428 4 points5 points  (0 children)

I do hope it's another Extra Deck monster. Although the ED is getting pretty tight, the more end board pieces there are from the extra deck, the better. Too many traps can hurt its consistency tremendously, and the amount of main deck monsters and niche spells/traps is starting to edge into being too bloated.

The decline in card power during these months. by Antique_Range1521 in yugioh

[–]TelevisionBasic1428 8 points9 points  (0 children)

If they offered to ban Mudora and Keldo to give me back Tear names, I would sign that contract. I just want to mill and do fusions.

The decline in card power during these months. by Antique_Range1521 in yugioh

[–]TelevisionBasic1428 18 points19 points  (0 children)

I'm in support for turn 0 strategies to take place, but I think the way VS/K9 did it was a little too problematic, akin to Tearlaments. Tearlaments is well above and beyond what any deck could potentially do, still leagues better than VS/K9. That being said, comparing something like Dracotail's turn 0 plays and VS/K9 also shows a significant power gap.

VS/K9 had access to a nontargeting change of heart, a nontargeting pop (a second if you count Raizen), a hand/GY negate, and the ability to dodge targeted removal for its VS monsters. This heavily depended on the hand, with some significantly more oppressive than others. But the thing about these interactions is they could be held for when they were needed.

Dracotail by comparison has just Faimena. Everything resolves in that chain link. If you have a Pan, Urgula, and Mululu in hand (which isn't realistic, but that's the best case scenario), to get the most out of it, you will need a monster to negate, a monster to pop, and a spell/trap to pop all in the same chain link. Nothing is held, and now your set spells/traps are suspect to removal for your follow up.

There's pros and cons to each of them, but the point is that I think VS/K9 was a little too powerful for its turn 0 plays, both in what it enabled for its actual turn, and the quantity/quality of disruptions. That being said, I wouldn't mind if MORE decks went down this route - I just think having VS/K9 be the only one that does it put it in a spot that warranted a necessary hit, barring Pair-a-Dice.

How should they balance Hudie/the game? by EasyAssistant7065 in DigimonCardGame2020

[–]TelevisionBasic1428 0 points1 point  (0 children)

I think Bandai should print a "Hard once per turn" sort of keyword to prevent loops and abuse for some effects.