This is my deck which took second at my locals, fairing well against Beelze and losing to a Machinedramon 2-1, in a game where I hit two Analogs in Security. When you see this list, you will notice a few "pet cards". I simply prefer them and they can certainly be cut. I'll talk about those shortly. But this build, at its core, has done well in testing against Hunters and Beezlemon. Outside of those match ups, it's D-brig, baby. You can sneak wins like you have before. But I will be focusing on those decks in this description as they are the most meta-concerning for people. To start, both of those decks are weak to the aggro game already, but the main win-con against those decks in my build is summed up in one beautiful word: Kongou.
Running this card at 3 is not good. It's a niche card that doesn't always land, but running 3 all but guarantees it is in your opening hand-ever easier with the new mulligan rules. From there, it is the perfect turn two and/or turn three drop. It is at worst a great choking card and at best a hard counter to those decks.
- Beelzemon: Everyone fears the trash from X-Antibody and seeing them combo off. The memory gain is also an issue (and may be a reason to tech Chuumon in place of a card like Parabolic Junk), but what I think is underestimated is the amount of value gained from early Impmon/Baalmon swings at Security. These swings can either get the mill plan going or give them a Lv 6. Moreover, they chip a few cards away from your security, which facilitates less effort needed for when they snowball into their top end. A Beezlemon X is far more likely to have 30 cards in trash than 40 and that is really my point. Two checks on turn 1/2 can literally mean you are dead if they mill correctly. But Kongou killed my opponent last night. He didn't even get a chance to mill until after I had already placed three bodies on board. And Baalmon was a dead card for him. It's not the perfect counter, but it does slow them enough to keep your game plan ahead of theirs.
- As for Hunters, every card but Superior Mode and Quartz have a Play Cost less than 7. Perfect counter for a match-up intending on being faster than you. It lets us rush them first, choking them all the while.
Other card options that may raise some eyes:
- Omnimon Zwart: This card is not good but boy do I love him. He actually won me a game at my locals last night, returning me two blockers and letting me hit my opponent on the crack back with my remaining one sec. He is an amazing follow-up for Darkdramon living on a check. A card that often gets ran over by your opponent if it doesn't die crashing security. He lets you capitalize on how you stacked your deck tobring back two pieces you need--likely Blocker Commandramon or BT-4 Commandramon. Since your opponent will probably have around 6 memory once you are done. Yes, you should probably just play another DeathX. That card is better overall and for tamers like Izzy. But this continues to do solid work for me in my match-ups. I like it, but sub it out if you aren't an anime protagonist like me.
- Parabolic Junk: This card is criminally slept on. For starters, the assessments aren't wrong. It is a gambling card that can be dead in hand. But you want your stuff to die already. One of the things this deck struggles with most is maintaining 3 memory for Darkdramon. Sure, a tamer may help that, but I never want to play a Kazu or Izzy beyond the first or second turn. A turn you dedicate to tamers, in a meta where you can be punished for having them via Machindramon or Hunters, when you could be slamming a body on board instead, never feels good. So, I don't like doing it. Pride gets you a body. Junk capitalizes on the fact that you already have a body you want to die. Better yet is the strat of throwing it on a blocker. It is one of my favorite things to do. It's the Maxx C of Digimon, in my opinion. At the end of the day, the card makes your opponent change their plays or have something else to think about. Mind games like that are important in card games. And all of that isn't even considering there is a lot of mandatory deletion effects running around at the moment. As a Machinedramon player, so many inheritable force deletions. Same for cards milled by Beezle. Some Hunter inheritables to boot. The card is outable and can wiff, but it succeeds enough for me to like it in my decks at two copies. You should probably swap it out.
Zwart Defeat - Kill them kids. Great for digivoling ontop of Dark, fun in Security, and just a banger of a card. No more than one though.