This is actually the version of the deck I was trying to construct. Glad to see a demo of it. Another version I'd like to try is a Magnakidmon centered deck, with BT9 Megadramon as tech, because it's inheritable gives a digimon with the Machine or Dragonkin trait the ability to delete a 3 cost tamer or Digimon, which can definitely help against hybrid decks. If you're not feeling Beelstarmon ACE, you could try throwing in Avengekidmon, whose play cost is reduced by 1 for every option card in both yours and your opponent's trash. He can also pop a digimon with 8000DP or less or one of your opponent's Digimon with the Three Musketeers trait.
I like the Megadramon because it would also make Der Blitz more deadly, since BT9 Mega would pop a rookie, and then Der Blitz can hit something with a higher play cost in that scenario. I got to try it out. It just sucks that red ToyAgu wouldn't be able to add that LV5 off the top 3 reveal. Not sure about the AvengeKid since maybe I could just add one more EX7 MagnaKid. He's severely underrated, wish I had bought the alt arts at 5 bucks lol
I havent played against anyone yet but have done solo scenarios or been practicing alone in order to get to know better the deck and trying to understand what the deck can offer or one tries to make it do. Sparrowmon I have noticed its to let it stay on the field in order to recycle options on your other digimons rather than putting it on her. Add them back under Gundramon or Beelstarmon. The new deputymon is situational but it can help, especially when detaching the black option card and doing a digivolve. The Ace I agree its not essential and will come up lot of time as a normal digivolve but still helps if you focus more on controlling the field by abusing the options. I have yet again to try it against opponents in order to draw conclusions as well and then trying it with your changes. Something I notice is not to focus on a single column or even if hard playing a Gundramon on turn 2 can help because of the protection and even more if its the black option card. I have seen people hard playing him and the ones who do know how to pilot the deck, was worth the shot. But overall great video. Without testing no one can be sure about what they want their deck to do and how to accomplish it
Thank you. A couple questions for clarity. Is Sparrowmon better for resource management rather than being in stack? Would never have considered Gundramon being used in that capacity. Would/could you use the old Deputymon to potentially cheapen his cost? Or does he interfere with the synergy of the new cards?
Yeah the BeelStar Ace seems like a good idea, but the LV5s not having any protection, idk, they just don't last till you can Ace vs meta decks. Deputy is good to trash the black option card, but you can also dedigivolve using Tankmon, and all you need is 3 total options or 3 musket traits in hand or trash. I just prefer old Deputy since it let's you skip LV5, and warp into a Mega for essentially 5 cost with Kapuri, 4 cost only with Dourmon
Nice, this is more in line with what my group has been coming to when building Musketeers. Gundramon is definitely the heart and soul of the deck, so the focus on establishing him is really good I think. In this particular matchup, sometimes I think it's very valid to establish a Gundramon with at least 1 of the black option card under it, and then wait for the opponent to make a move before pushing up a second stack. If you're just sitting in Gundramon and they evo into AncientGaruru, they won't be able to bounce it thanks to the protection, and you can trash the black option card to de-digivolve it at the same time, which means they don't get their "On Deletion" effect to keep playing more tamers and getting resources back. Obviously we can't have a perfect setup every game, but just something I've found among my groups testing. Even though Gigadramon is great because it can pick off their 3 cost tamer, if they still have another tamer already established and just evo up anyway it doesn't make a big difference since they're still able to resolve AncientGaruru, clearing out the second stack and bouncing your security. If we just have Gundramon, they can't bounce it, and can't swing over it unless they have multiple bodies, and they lose resources for doing so. Sometimes safer to just build up to lv5 in raising, and then push it up and evolve it to another Musketeer trait digimon outright. Good games though, really like this build more than before! It's a shame that running the black base version means we can't utilise cards like Sparrowmon, which help the resource loop and keep Gundramon loaded with more protection, but being able to warp into Gundramon might just be worth it.
Thanks for the input, reading what you said and then rewatching the match, you're right. I could've just kept a single Gundra stack on the board. It's just hard when you brick and you're tempted to play your searcher rookies, but Ancient got so much advantage off the bouncing. I don't miss Sparrow at all; maybe one day I might test it and put it in again, but having another black rookie for old Deputy has been super nice!
@MrJsStrategyPlays That's very fair, it's tough to figure out what will and won't get punished when the deck has really good value rookies to be putting down, and sometimes you really don't have many better options that don't give AncientGar more targets. Fair enough on Sparrowmon too, the Dorumon providing extra memory is also super good since you're having to pay extra large chunks of memory to establish Gundramon, and every bit of memory gained back is useful when it comes to slinging the option cards around.
I absolutely love this deck I finally played it locals last Sunday and I won even against my sweaty friends hybrid deck I did use the beelstar ace but I actually enjoyed her as a 2 of helped me in two games
I’m glad the Deputymon bt6 helped you! Thank you for the mention. I love your idea of running DORUmon. I think I might try it. I currently started running ShineGreymon Ruin mode but I haven’t tried it yet. I agree a lv7 Ace would be sweet. I want to know how Bandai will keep updating this deck with support? I assume Liberator’s Ghostmon line will connect with this somehow.
I've seen an OCG list use Zwart to bring back the black Digimon or BeelStar Ace, but it's super dead early. Ruin Mode is always a good close-out card lol. I'm also hoping that Bandai continues giving it support.. But yeah man thanks for the suggestion, it was extremely helpful
@@MrJsStrategyPlays I have a Zwart maybe I can test some stuff. “Cheap” evo cost and can be played free by security. Can also remove a tamer. So he seems like a good fit. I also hope we get more support it’s a fun deck. I was wondering if we could even get a support (tamer maybe?) that allows us to use the old Three Musketeers option cards. Maybe an effect that states: “play cost 7 option cards with Three Musketeer on the text can be treated as play cost 6”? Maybe a Digimon with Sparrowmon’s effect but faster (not during start of main phase only) too.
@@MrJsStrategyPlays I saw that one! Though the gameplay of this one looks worlds better! I appreciate you sharing your testing/games and i'd love to see the list in the next video for any other changes! :)
damn you couldve had it 14:50 if you swung at sec and then played an option to remove the body instead of swinging over. that wouldve setup game next turn with beelstar X and raising a body Also actually insane that your opponent had ancient combo every damn time for 3 games. Ive played that deck many times and im always missing pieces
Yes that’s true. I was taking too long with my plays at the end because I didn’t know what was the right decision. Also I’ve always liked blue base better than red. This blue hybrid was running blue mem boosts and mental trainings. Plus both Strabis, I think that’s why it was so consistent
@@MrJsStrategyPlays trust me, I've also done so. You have to admit that having tamer 2 different lvl4 and the lvl6 every game (and then getting 1 more lvl4 + another lvl6 every other turn) is higher than average (the amount of games where atleast 1 lvl6 is in sec and the other is bottom deck won't be fixed with boosts). Plus I wasn't super paying attention but did he ever miss rookie in back?
@@MrJsStrategyPlays also yeah def hard to figure out best plays and it seems like you did a pretty good job of figuring out best control plays, but it also seems like you weren't thinking too hard on getting that win yourself near the end there
@MrJsStrategyPlays you are the man, spend like 4 hours during my dnd session last night trying out test hands and opening turns and it was making me feel like the decks bad. Beelstarmon is my fave digimon but I was definitely feeling like the ace didn't do anything. My only reason for wanting more then one is she's a super easy out to magna x swinging. But I'm thinking your right, and sparrowmon is 100% shit I just didn't know what else to put there.
Haha thanks but tbh I underestimated certain cards like MagnaKid for aggro, and Tankmon for fixing the top of your deck. BeelStar Ace I might remove completely, so 4 Gundra, 3 Magna, and 3 BeelStar X will be the only megas I still say Dorumon is better because it helps you go into your LV5s without passing turn
@MrJsStrategyPlays my irl deck is now basically what I think yours is accept I've kept the 2 beelstar ace because I currently only have the 3 Gundramon. I'm really liking the Black Deputymon alot searching for you if you have to slam it and warping for 4 if you have the doru stack has made the deck so much better. Now that I'm not trying to force ace plays it's doing alot more work. Only thing I will say is ace against magna x is your only chance around his protection cause you can ace and kill him on his swing befor protection goes up.
You would’ve won if you hard played magam because it’s end of turn so you can still attack no matter what 😭😭😭 I know because I just did this to my friend yesterday. Maaaaaan you were so close