Tuesday, December 23, 2014

Digimon Fusion cards that could be playable in ACG

We're taking a look at some Digimon Fusion CCG cards with effects that would actualy make sense and be playable in the ACG.
 
Draw power!
 
Mystic Force is all about drawing. Slap these effects onto Mystic Force characters we didn't get yet, and you'd easily have new playable cards.
Summon - Draw 1 card. :  Digimon has many cards that draw more cards when they're summoned. Dumping your entire hand to draw 5 cards with Blastmon, draw 3 when fusing into Shoutmon X4B. Drawing TOO many cards in ACG is a bad thing. In Digimon when you deck out, you just flip the discard area cards to make a new deck, in Rangers, you lose.
Drawing just 1 card in ACG however is ok. Basic Mystic Force Rangers discard 1 card in and to draw 2  when summoned, its no big deal, you don't deck out.   The idea for Mailbirdramon's effect would be paying a cost of 1 to summon it, discarding one through the cost to possibly set something up in your discard area, and just stopping at 1 draw if you think drawing 2 is too many, you'd use this card instead.
Dondokomon draws 1 card when he's used as payment for a cost. This card can be in any deck basically making any card cost -1 if you're willing to reduce your deck size by just 1 manditory draw. It would make an absolutely fair card in the ACG. As a support card, we'd have support cards in every single deck out there and someone like Captain Mitchell from Lightspeed Rescue could get a chance to be on a card. Although drawing is a Mystic Force thing, I don't know any characters from that show be mention instead haha.

Not assisting this turn? You won't have to!
THIS Shoutmon X3 is one of the worst cards in the Digimon Game. For 2 cost, you get 1300 power and your opponent will easily drop you back to 1000 power. When instead you could just playthe Shoutmon X4 promo for 1 cost and 1400 power. Boosting in Digimon happens every turn because your hand is REFILLED at the start of every turn, you do not just draw a few cards in ACG where every card in your hand is critical to save up to be able to pay for stronger cards, OR you won't just waste your hard earned Training Area cards to be assisting(boost) every turn.
As a Megazord in the ACG this Shoutmon's effect would make your opponent waste their training area so fast to stop you. While you'd just say they played right into your trap because next turn you're summoning something that does 5 damage and they won't be able to best you at assist wars when it comes into battle.
Greymon is if you're being a cheapskate not assisting, you still might win with having higher power value. Take a chance on it, your opponent might have to assist to MAX just to beat you. Once more falling right into your trap of getting rid of their Training Area.
How about we get some GoBusters to have these kind of tricky effects? Or villains.
 
Speaking of Villains, have Beelzemon be another villain-hating Robo Knight card and Villains wouldn't be able to assist that turn. Remember though, Beelzemon has really weak power, in ACG he'd have to be weak to be fair. Could even be a [Played] effect to last the whole turn and you'd play a Zord.  Villains would still have their Evil ability symbol.
 
Assist Combos?!
 
We have the Ally symbol  but Daipenmon would boost the actual power value, not the level if you assist with the right character. Power value could be 1,000,000 and a card at MAX would still win. Altering power value by just a little bit won't break the game or become a staple but can be just a fun card that leads to ideas of more cards that can increase the power values. Gotta start somewhere with ideas!
Ballistamon is and easy Mighty Morphin card. They already love to assist. Ballistamon would offer a unique way of assisting without just going to MAX and getting a cheap boring automatic win.
 
 
Ninja Storm got you down?
 Losing cards in hand without getting to use them is pretty unfair. With this, you'll get something too without having to make some complicated yugioh hidden trap card type of response card. This would make a great Villain card since Villains don't have anything really good like Red RPM that sends everything to the Training Area.
 
Can you say Villain team card?? Yes, the new sideways cards from Keepers of Peace.
Straightforward effect. Let Villains be able to play more than one kool card during the entire game.
If set 4 Lord Zedd gets limited to one for being too cheap, with this team card here, you'd be able to play other cards you hadn't considered before like the 4 cost promo Lord Zedd or Ocotomus, Diabolico could make a comeback to Villain deck lists.
Call the card "Moon Palace" since only MMPR sells. hah
 
Television Digimon. Who wants a free card in their training area? ACG has many effects that get good depending on the number of cards in your Training Area. This card should be a no brainer for decks of the Training Area strategies. Something else to consider is that TA cards can be used as costs too. Without having to lose a battle to get this card in the TA, you can just send him there to use the TA like a bank, if would rather store your cards there rather than in your hand where it could get targeted. ACG doesn't have many TA destroy cards, Monitamon would be pretty safe there.
 
I excluded the Digimon set 2 cards that add themselves to the Training Area because they grant crazy second effects and its already crazy being able to just have a free card in the TA.
 
What did i just say about having cards in the Training Area, its good!
Use up all your cards as cost payment to get to power values that could pass Megazords!
 
Kill everything that is a puny Ranger? But without being so blunt about it like Thundersaurus?
Thundersaurus is a great card, its what I used to win the ACG championships after all!
Deckergreymon is a little fast on his timing but the boosting power values I talked about, could give your opponent a chance to survive the effect. How about we get some Ranger weapon cards? Being able to respond quickly with a weapon card to boost your stats, Deckergreymon would be a great card but not unbeatable.
 
 
Thanks for reading and please comment in the group what you think of my list.
I'll be taking a look at Yugioh cards that could be ACG cards.
Some of these ideas could even be used for our future fan made sets that will continue on the ACG. I look forward to your suggestions on cards I might have missed, cards you think would be broken or just some support on having new ACG cards be made.
 
Join the group if you don't already know about us.

Thursday, September 18, 2014

Digimon Fusion CCG - The Patamon Card




I hate this card. After watching more of the Digimon Fusion episodes now that they're on Netflix, I see when they used this card in the show, all it did was make clouds for the brats to walk on. It was not directed at attacking an enemy Digimon, all it did was make stairs.
Which our game it focuses strictly on Digimon Fusion. Why the hell does this card attack Digimon?  I don't like this card because its too similar to Impmon and cost 1 card to discard, while Impmon is free.
Patamon can't stop summons that come later in the turn such as all the additional summon effects off the new Shoutmon fusions we have because SUMMON step has already passed. Impmon lasts for the entire turn.

I've said it before what a lazy card just copying Impmon's effect.

For 1 cost card and sticking true to its stairs making effect from the show it could have put you above the competition and given you priority for the turn when you didn't have it.  Then you could have more reason to play this card if you want to get into Patamon wars with your opponent to steal priority from each other. Everytime someone activates a Patamon they'd also draw a card off of Puppetmon. Now giving you a reason to play Puppetmon too!


I think i will make a card like that myself.
Gaining priority is not broken at this point in the game when you now have auto win cards like Metalgreymon and Garurumon that kill off all the weak things for free and Karatenmon that kills all the strong things.


Thanks for reading. Join the the Digimon Fusion CCG discussion on Facebook at






















Tuesday, September 2, 2014

Shift into Turbo! Introduction to Turbo style

Turbo is that one series with the movie everyone wants to forget. Its the series where the Rangers were completely defeated by that series' villain. We don't have high expectations for Turbo being the only team to ever lose. Let's see what their cards can do.


The Guys
Pick your poison; each Turbo guy targets a different RPS symbol. The effect is pretty random. If you manage to reveal the correct RPS type from the top of your deck, you do deal 1 damage for free. Whereas the dreaded Samurai from series 1 starter deck do 1 damage but cost 1 to summon.

The Girls
[PLAYED] these go to the top of the deck.... oh.. the guys aren't so random now with the girls' help.
Green Ranger gets screwed over here, there is no PAPER symbol card that goes to the top of the deck.
Looks like Green Turbo Ranger is quite the dead draw. There are only 11 Turbo cards in the game, we just found out that Adam is a dead draw, why continue - just use 3 copies of all the other remaining Turbo cards lol. Well the girls set up a play where the guys always deal 1 damage upon summon. The wording of the girls summoning out the guys does mean you have to pay the cost of any card you summon. Obviously, the guys' cost is 0 but if effects were present in play that add to your summon costs like the Dino Thunder cards, you would have to pay 1 cost.
"you may play 1 TURBO Ranger'..
You don't have to play the guys! 
Scout the field with the girls, send them to the top of the deck, and play any other Turbo ranger you desire.
Think about the RPS advantages you can gain here along with summoning something that can deal much more damage than the low cost cards.

Low on deck? Use a Pink Turbo to summon a Yellow, use the Yellow to play another pink. They all go to the top of the deck. Didn't know Turbo could heal did ya?

Great ways to ambush an opponent using the girls to scout first.
Only 2 cost?! You obviously went for RPS advantage. 8 damage for just 2 cost?!
Even without the girls, the effects of these cards target 2/3 of the RPS types, chances are you're going to get +1 damage most of the times you play these.
Talking fractions, there are only 10 main Turbo cards and again we see clone effects with just different RPS types. about 1/3 of the available Turbo cards are just this. One trick ponies pretty much.

Similar to the guys' effects, this card needs set up from the girls to not be so random.
If used correctly, why even roll the dice, you won this turn.
Only 3 damage? hah the 2 cost cards are a little bit better than this at times.


Not many cards are going to do enough damage through effects to set this card off. Mystic Force can do that but still if you activate this card, you are still taking the damage. What good is having a 3 in your Training Area if you take a huge hit.
Use the 2 cost cards to send this card to the Training Area.



BONUS!
Yes this card is a Turbo too!
What does it do? Nothing!
This is one of the weirdest cards in the game as you can lose if you roll a 6.
6 is not a MAX level LOL

If you're not going to play the girls that much, you can try adding more copies of this in your deck just to have more SCISSORS symbol cards to have greater odds of using Red Turbo Ranger's effect.


European/Unreleased cards...

Turbo would have had its first Extra Summon Step card...
Does it matter what it does? Just being able to change your RPS is a great option to have.
Turbo Megazord
[PLAYED][LOSE] You may discard a card at random from your hand or Training Area. Then deal the discarded card's damage to all opponents.
ALSO this card has a SHIELD ability Symbol not shown on the European card.

The girls only let this card deal 1 damage through it's effect. Is that what you want? Could be useful if you are using this effect on it's [LOSE] timing since you already are taking damage. Drawing a 2+ cost card is like conceding.

Phantom Ranger
[ASSIST] You may shuffle your deck. Then you may play the top card of your deck on top of this for 0 cost.
ALSO this card has:
Enhance: Ally Ability Symbol

LOL Turbo have no Ally Symbols. This card is begging to be put into other decks with more variety.
"Shuffle your deck" is a rare thing to see in this game. Previously seen on one Mystic Force card.
Phantom Ranger is obviously for taking your chances at summoning a high cost high damage output card for free. The only thing it shares in common with the other Turbo cards is the effect is pretty random too.
No stacking the deck with the girls or anything else, you have to shuffle the deck. Feeling lucky punk?

If you have the European prints of these cards you can play them as cards with no effects.



Turbo may try to be random with its effects but overall if you're Turbo's opponents you're going to be seeing all their tricks coming from a mile away. Turbo has no real Enhance cards, no cards to stop them from taking damage, no [HAND] timing cards. Everything they do is obvious.
Turbo can hit hard with the 2 cost cards but against stronger cards with more MAX power levels, Turbo isn't going to win.

Its a shame the Turbo zords were never made into cards. In the show those things could move on their own without the Ranger's commands and looking like just ordinary cars they could fly and even fly into space.

Sunday, March 23, 2014

Digimon Fusion CCG - Toy Cards!

 We have our set 1 era we'll always remember in the Digimon Fusion Collectible Card Game. With the promo cards altering the game just a little bit keeping things new before set 2 arrives. But we also have a set 1 era with the Toy cards! These toy cards have incredible effects who's strategies are sure to change once set 2 comes out. So what is it they can do right now for you?
What kind of decks are they good for and what combos can they make?

^ the Toy cards sound a little confusing saying to flip one face up at the start of the turn. The Code Crown is also flipped at the start of the turn. However, the answer from Bandai is you set the Code Crown first, draw your cards, and then play the Toy card before the Set Phase.

Both players draw a card.

Island zone decks!  Island has no good draw cards like Lilymon who gives 2 it more draw power if you're playing in the Green Zone. What island needs is more draw cards to use up as much Chibitortomon as you can for boosting. The cost of 1 adds up quickly and makes it hard to play more then 1 turtle.

AncientVolcanomon decks!
With its effect saying you can boost as many times as you want this turn, you will definitely want to draw as many cards as you can.

Both players discard a card from their hand of their choice.

Blue Flare discard decks!
Red usually gets to fuse first with its low power. With Shoutmon X4b refilling red's hand, its almost useless for Blue to respond back with discarding a card from Red's hand.
Try this toy card with Cyberdramon! You'll get 2 chances before the fusion phase to get rid of that X4b!





Both players move the top card of their deck to their Training Area.

Oh, how hilarious it would be for you to get so lucky to have this card put into your Training Area without even having to lose. If you have been winning all the previous turns, and this card comes to you for free.
That's game.

For players that want to use Red and Blue fusions in the same deck, it can get tough playing for the 2 specific symbols in the DF cost out of just the 5 cards you draw. This free card in the Training Area could be one of the symbols you're missing for your fusion if you didn't draw it. Give this Toy card a try!







Both players may move a card from their Discard Area to their hand.

This toy card is crazy. You can do whatever you want. Grab the perfect boost, grab cards to double boost, double draw. How nice would it be to have Beelzemon in your hand every turn.
Only have 1 copy of a SR because you're not rich, no problem, you now have unlimited copies of it with this effect. Play all the SR in your deck for that matter. Play 30 different cards in your deck!

It could also turn into a wild west style duel if you both grab a Leviamon. Who'll activate theirs first, someones going down thats for sure.


Island Zone is a great zone but it has no draw power!
Getting any card you want, I'd pick Chibitortomon and always have a double boost.




Toy cards are not talked about very often but a little reminder is they are not legal for use in Digi Duel days.

We might do a toy card tournament in the group soon but TCO has a lock on it that allows only 35 cards in your deck. I'll have to get the admin on TCO to change this or draw a random toy card effect to be used during that match.
haha what if you draw the TC that says grab any card from your discard area, would you be happy?

These cards are found in tons of the Digimon Fusion action figures and Digi fusion loaders.
The art on the cards is really good looking and if you're buying the chibi action figures, those are equally as awesome looking.

Who are the fans of the toy cards? Join us in the Digimon Fusion CCG group!
https://www.facebook.com/groups/203257313215765/

Thursday, March 20, 2014

Digimon Fusion CCG - All about boosting!



What's the purpose of boosting? To increase your power and put you in the winning position of course!
Each Digimon has its Power on the bottom of the card in the blue area. Alone, this Digimon (Shoutmon) fights for only 200 Power. If one of his comrades were to help him out in battle, you can add the other Digimon's Boost value (300) to have an even stronger total power of 500!
Pay the card cost(the number at the top of a card) of the card you are boosting with and turn the card side ways, under the battling Digimon and with the Power and Boost value of the two cards showing together.
The rulebook should have a photo of how the two cards should be stacked together.
Haha yeah 500 is weak, but now you get how boosts work.



Shoutmon is a decent boost card. For 0 cost,  it gives 300 boost. Unlike other cards that might clutter your hand and only give 100 or even 0 boost such as fusions, Shoutmon gives a pretty good boost value for free.
Free is a big thing in this game when you've used up your hand playing a big Digimon or fusing, even defending yourself with a Digimemory. How much more hand can you afford to be paying for to boost? Thats where free comes in. Shoutmon isn't the strongest of boosters but it sure makes decisions easy on how you're gonna use your hand this turn.


Free is good. But what's this, these boost for an even stronger, 400 power!
If you are willing to play in these specific zones, you've earned a free 400 boost.
Shoutmon can work for any kind of deck, and some 0 cost cards have nice boost values, you'll see 300 boost on things like Monitamon which is another 0 cost card. If you have the 0 cost 300 boosters thats ok but there are better things.


Take a look at this Ballistamon! If you are playing many Fusion Fighters you can get 400 boost for 0 cost!
Again, Shoutmon's 300 boost is nice but those 300s aren't really built for boosting such as these cards are. Try focusing your boosts more on these cards and save the 300 ones as a last resort.

Ballistamon is a great card for playing a 0 cost boost and not having to give up your Code Crown as a specific zone just to not pay the boost costs.


For now this is the only boost themed card the Blue Flare team gets. It seems like a 1 cost card for 400 but while playing in the Lake Zone code crown blue has, it becomes a 0 cost 400 boost.
Almost very similar to the above Ballistamon card.



This little trickster.
The boost value is decent. The thing is, its effect is so scary, your opponent might just let you win the battle this turn so Archelomon doesn't end up in the Training Area. haha
This is a great boost card for any deck and great for early and mid game where you can afford to take a loss and send this guy to the Training Area.


Play these on their best friend Digimon and you'll get a boost even stronger then all the above cards for 0 cost! A few things to mention about the Starmons card, the name has been issued an errata to now be called Starmon & Pickmonz, which doesn't really matter. But what does matter is the effect because you should know, this card does work on all Shoutmon fusion cards too! All the Shoutmon + Starsword cards and Shoutmon X2,3,4  they all have Shoutmon in their names.

Boost while this Code Crown is active and you'll be majorly rewarded.
Now, what else can this Island do..
You get +100 power every time you boost this turn but how do you boost more then once?
Turtle power!
These two are a perfect combo. 600 boost for 1 cost and you still get to boost again!

 Both the turtle and this Dorulucannon can trigger a double boost effect when they are used as the boost card but also while either is the Digimon in the battle area. Use them however you like and form your own double boosting strategies.
Beastmon's Castle is the perfect combination for the Dorulucannon. In the anime, this is not the location where the Dorulu fusion was used but hey it works and makes those Dorulucannons free for boosting!
Beastmon's castle changes everything you know about boosting. Now all the 1 cost cards become free and so much easier to play.

Suddenly this 1 cost Shoutmon becomes a
 0 cost powerful 700 booster! what?!


Breaking out the biggest strongest boosters we have out right now.
Through their effects, they can both become a 1 cost for 800 boost.
Right now many Bagra army decks can make use of Angemon because red sure isn't going to use it when they can already get an 800 boost for a guaranteed 1 cost.
Red has 2 800 boost cards in a way.

These 800 boost cards are no joke, your Digimon will easily go into the 2000s in power on the turn you play these.



Cost reduction on your boosts is nice but don't forget if you reduce your costs too much, you won't be able to discard awesome cards like this who might get you some more Digimemories in your hand to keep on countering what your opponent throws at you.

Starmon!(& Pickmonz) !
This card is great in any deck. You can even fake the double boost, confuse your opponent!
A funny way to counter this card is if your opponent played this and is going to out boost you, play Leviamon on them as soon as they play this card. and.. thats all they'll be stuck with is a 300 boost.
Greed. ah nice

Training Area
If you're gonna lose this round and still have cards in your hand you might consider boosting just cause! Then you'll have more cards going into your Training Area and it'll be even easier to play the more expensive boost cards next turn.


This card.... ah.. 
Its not out yet :'D
enjoy the game while you can... in about 1 more week, this monster will be in everyone's decks.
So much rage quit. So much 2500 power as the norm in battles.
Don't quit the game when this card comes out. Your opponent will have to play Bagra. Just add some MarineAngemon to your deck , actually both MarineAngemon work.
One will drop your opponent's strong Bagra cards to 0 power, the other will just make this Bagra boost go away. Get creative and if people are paying $100 or whatever to have playsets of these, make em mad with MarineAngemon.

1000 boost is not that scary. Red already gets about 900 boost if they're playing in the Whalemon code crown. And if a Starmonz double booster was played, your opponent can play a 800 boost on top of that for pretty much 1100 boost. Thats even better then this Bagra card. Lord Bagra isn't that broken.
Stay strong. Let me know your favorite way to deal with this card when it comes out.


Remember to follow the official Digimon Fusion Collectible Card Game facebook page at

and join us in the fan group