Proof of concept; this deck is designed to make use of Scramble in conjunction with a Memory Setter, allowing for potentially explosive turn starts and otherwise impossible comebacks. See video below for reference:
https://www.youtube.com/watch?v=Xx71SaXvbZA
One standout combo for this deck would be to play Dracmon using Scramble's effect, then use its effect to Digivolve into BT15 Loogarmon to trash SkullBaluchimon from hand, using its effect to Digivolve Loogarmon into BT16 Soloogarmon from Trash. If its effect didn't Delete a 6K or lower, you could play a BT15 Tyrannomon from Trash and use its On Play to search for more pieces, and if you added any cards then you could use the mandatory trash from hand to send another SkullBaluchimon from hand to Trash and Digivolve the Tyrannomon into Cerberusmon/another Soloogarmon/itself.
Even though the above example is extreme and would cost 12 Memory, you should always have enough Memory to perform the above combo (even if your opponent passes you to 1 Memory) as long as you have a Matt in play and the right cards in hand/trash, due to the fact you can suspend Matt when you trash a card from hand to gain 1 more Memory.
Additionally, thanks to BT16 Soloogar's All Turns, you might be able to Digivolve into Fenriloogamon from your Trash for free. All you need is an Eiji on the field and a Loogarmon in Breeding from a previous turn to promote and get Deleted in its Security check.
This deck's greatest strength is its ability to play a massive amount of Digimon in a single turn, even if it starts with an empty board, and its ability to fill the Trash through its own effects/Analog Youth make recurring the necessary pieces later easy. The use of BT16 Cerberusmon's inheritable should allow the Fenriloogamon stack to gain Rush, and using Eiji's Alliance should allow consistently safe Security checks against Digimon.
However, this version of the deck admittedly sacrifices a lot to make explosive plays on a single turn possible. Dracmon/SkullBaluchi/Matt could all be demoted to two-ofs to make room for three Wisdom Trainings, but the pieces are only valuable when you can see all three at the same time; any less than three might be too inconsistent to warrant their inclusion in the deck at all, even if you were to try to use the Trainings to search for them.
Additionally, without room for more unsuspends or abilities to gain Rush, any large number of Digimon played in a single turn will only serve as threats on a later turn. Eiji could still be used to give stacks Blocker in a pinch, but none of the Digimon themselves have Blocker inherently, meaning a wide board would only serve to make Deathxmon or Crimson Blaze a more accessible counterplay.
Improved versions of this proof of concept may try to make room for Rush BlackGatomon, BT16 DinoBeemon, Wisdom Trainings, and/or Demonic Disaster.
But until we get both the Scramble cards *and* Promo Dracmon (which is still a Japan exclusive as of the time of writing), this deck is more of food for the thought than anything.