Friday, February 7, 2014

Digimon Fusion Collectible Card Game - A look at starter deck customization with yellow cards


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New to the game? Congrats on buying your starter deck and picking the kool one (red). Check out this way you can customize your Shoutmon starter deck without using the really rare cards or having to buy another starter.


2 Sunflowmon - B1-051
1 Archelomon B1-048
3 Angemon - B1-052
1 Syakomon - B1-049
3 Pharoahmon - B1-047
3 Lilymon - B1-050
1 Shoutmon X3 - S1-006
2 Starmons - S1-009
1 Shoutmon - S1-002
1 Ballistamon - S1-007
1 Shoutmon x2 - B1-005
1 Sparrowmon - B1-029
3 Dondokomon - B1-014
1 Madleomon B1-033
1 Marineangemon - B1-054
1 Marineangemon - S1-011
1 Agumon - B1-053
1 Agumon - S1-010
1 Leviamon - B1-055
1 Leviamon - S1-012


3 - Statue of the Goddess  B1-060
2 - Digi Hole S1-017

Introducing Yellow cards! Or, Unaffiliated cards, Digimon that do not belong to the Fusion Fighters team or any of the other teams. All Yellow cards are easy to find in booster packs and fit into almost any deck, they are perfect for beginners and experts alike!
I'm going for some originality here. Unlike using the Blastmon card that reduces the cost of playing Bagra Army cards by 3 but being limited to only Bagra cards, these yellow cards are going to reduce the cost of anything you have. With the correct zone active, you can sneak in some heavy costing cards by just discarding either one of these. 
The deck only has 1 Syakomon just in case your opponent still has their King Whalemon Internal code from from the starter deck in their deck, this card is being 1 step of your opponent and helps you fight in any zone. Hope for the best and for some good predictions that your opponent still has that Code Crown in their deck.
Sunflowmon is a card you have much more control over. As you have 2 Green Zone code crowns in this deck, you will be able to use this card a lot. This card can pay the entire cost of summoning your Sparrowmon, your Shoutmon X3 and even help you pay for Angemon as a boost when your opponent doesn't see it coming because you're not playing in the Sand Zone.

Here are the main boost cards for the deck. Angemon will be very easy to play since you have 3 Sand Zone code crowns. Unlike the Ballistamon card from the booster pack which gives a total 800 boost to a Fusion Fighter, I wanted the the deck to not be focused on Fusion Fighters and when you're playing in the Sand Zone, playing either one of the cards would have the same total cost of 1, only difference is Angemon would boost Pharaomon and any other non Fusion Fighter card for a might higher amount.

Shoutmon X2 is an uncommon from the booster packs which works similar to the Ballistamon card we're not using. It gives the same total boost to a Fusion Fighter for the same cost but this card will also give 800 to any card, not just 'red' cards. This card here is cheaper costing then Angemon for when you're not playing in the Sand Zone and you do not have a Fusion Fighter out in battle.

You will want as many of these cards as possible in your deck. Lilymon is very likely to activate since you have Green Zone code crowns in the deck. But no matter what, you'll be able to keep your hand size up after paying costs and you could draw into Digimemory cards you'll need to turn the tides of battle later on.
Dondokomon has another use! He's a Fusion Fighter, you can play him on the Summon Phase and then use him for fusion! 0 cost cards are the best to set up your fusion but this one lets you draw afterwards too!

Archelomon has a decent Boost value. While not as impressive as 800 boost cards, your opponent will have to think twice about boosting higher then you this turn as you'll get this really useful card in your Training Area. Your opponent may have won this little battle but it will cost them the war! Archelomon's effect will keep interrupting your opponent so hard that you'll easily take back twice as much code crowns as the one they foolishly chose to take when you boosted with Archelomon.



 
Shoutmon helps you discard Dondokomon to look through your deck for other cards, while not entirely discarding your whole hand to play Angemon at 3 cost. Its a nice option to have, for when you can't play Angemon.  Ballistamon is better at boosting then Archelomon sometimes.

More boosting options. When you have drawn a lot of cards, you can boost more than once by drawing these Starmons.


Sparrowmon is the only team Midnight card and the only Rare card in the deck. I chose this card over Blastmon because 1 Syakomon or Sunflowmon can pay the entire cost of this card and you'll still have 5 cards in your hand after playing this card instead of only 4 if you had played Blastmon.

"PharOAHmon"? You mean Pharaohmon? 
This is the main attacker for the deck.

This card is very easy to get in booster packs and packs as much power as the Shoutmon X4B Super Rare card! The majority of the code crowns in your deck are Sand Zone. The goal is to summon Pharaohmon as much as possible in the game and every time you are in the Sand Zone. The deck does not have 5 Sand Zone code crowns because the "Pyramid" card we aren't using helps your opponent's Bagra cards too much, when this deck only has 1 Bagra card. That is why this deck is divided into Green Zone and Sand, because we don't want the other Sand code crown to help the opponent out. See, if you give your opponent +100 power with the other card, their Blastmon will be at 1600 power, your Pharaohmon will be at 1500 power, you are giving your opponent an entire hand to play Digimemories on you now since they really have no need to boost higher then you.

Just 1 copy of this card, you don't want to add too many Bagra cards in here without the deck having Bagra support.  This card is stronger then Sparrowmon and plays very well in the Green Zone. If you feel like you need to draw when you're in the Green Zone, play Sparrowmon, if your hand is already looking good and you want more power, play Madleomon. This card should be able to take advantage of your opponent's Bagra boosting code crowns.




Now onto the stronger fusions!
X3 plays really well in all your code crowns, you will only have to discard the one Dondokomon to summon this card.  2X does not get any help from the code crown because the fusion cost cannot be reduced to less than 0 but he is still a really strong guy and has potential to boost higher than X3 if you play the Starmons. This X2 card can surprise you and become the strongest Digimon in the deck.


Here we're using 1 of every Digimemory currently out in the game. Get to know all their different effects and be prepared for any situation with this much variety.
You don't want too many Digimemories in the deck, what if you draw your entire hand of 5 Digimemory? Thats a free code crown for your opponent on that turn. Stick to a low amount of Digimemories. It'll take only 1 time of having the extremely bad draw of a full Digimemory hand to make you hate these guys lol.

Your Code Crowns do almost the same thing. As you get more booster packs or have already pulled another Fusion Fighers  fusion card, add that to the deck to take advantage of the fusion cost reduction given by these cards. These code crowns in this deck are mostly for summoning your shiny Shoutmon X3 from the starter deck and your Pharaohmons.


Thats the deck!
It is meant for players who have not pulled so many SR rarity cards. It is an introduction to yellow cards, cost reduction, splashing cards in the deck to counter against your opponent, and being prepared to fight in any code crown zone thrown at you.

Thank you RangerCrew for providing card scans when no other site has them!

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